Shedu

This noble creature stands strong and tall with the body of a powerful bull and the head of a wise-looking human.
 

Shedu (CR 9)

Large Magical Beast
Alignment: Lawful Good
Initiative: +7
Senses: Darkvision 60 feet, Detect Chaos, Detect Evil, Low-Light Vision, True Seeing; Perception +20
  Speed: 30 feet, Fly 60 feet (good)
Space: 10 feet
 

Defense

Armor Class: 24, touch 16, flat-footed 23 (+1 Dex, +6 insight, +8 natural, -1 size)
Hit Points: 115 (11d10+55) Fast Healing 5
Saving Throws: Fort +12, Ref +14, Will +11
prescience
Damage Reduction: 10/evil
Energy Resistance: electricity 10, fire 10
Spell Resistance: 20
 

Offense

Melee: gore +17 (2d8+7/19-20), 2 hooves +12 (1d6+3), 2 wings +12 (1d6+3)
Reach: 5 feet
  Special Attacks: Trample (2d6+10, DC 22)
  Spell-Like Abilities (CL 12th; Concentration +16):

Statistics

StrDexConIntWisCha
24 (+7) 13 (+1) 20 (+5) 19 (+4) 22 (+6) 19 (+4)
Base Attack Bonus: +11
CMB +19 (+23 Bull Rush)
CMD 36 (38 vs. Bull Rush, 40 vs. Trip)
  Feats: Empower Spell-Like Ability (Cure Moderate Wounds), Greater Bull Rush, Powerful Maneuvers, Improved Critical (gore), Iron Will
  Skills: Diplomacy +15, Fly +17, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Sense Motive +17
  Languages: Auran, Celestial, Common; telepathy 100 ft.
 

Special Abilities

Prescience (Su)

A shedu can see all the possible outcomes of any of its own futures. This grants the creature an insight bonus to its AC and on initiative checks and Reflex saves equal to its Wisdom bonus (+6 for most shedus).
 

Ecology

Environment: Warm Deserts
Organization: solitary
Treasure: standard

  Shedus live far from the hustle and bustle of humanity in harsh deserts. There they populate caves, ruins, or ancient temples reclaimed from the shifting sands. In these places of refuge, shedus contemplate the struggle between good and evil throughout the universe.
  Tireless vehicles of good and kindness, shedus fight against outsiders who corrupt and threaten humanity. Skilled in healing, shedus focus on eliminating plagues, even hunting down outsiders and undead working in that destructive medium.
  Shedus rarely make their homes near each other. This is not out of any sort of animosity, but rather from a feeling that having two or more shedus within close proximity wastes the opportunity to provide aid to a larger region.
  When a shedu roams through the lands of another, it always seeks out the local shedu for an opportunity to talk and share knowledge over the course of 3 days.

Contents


Powered by World Anvil