Shedu, Greater
This creature has the body of a chestnut-colored horse, large brown-feathered wings, and the head and face of a bearded human. Its long beard and hair is straight-braided.
Shedu, Greater (CR 10)
Large Magical BeastAlignment: Lawful Good
Initiative: +5
Senses: Darkvision 60 feet, Low-Light Vision; Perception +21
Aura: magic circle against evil
Speed: 40 feet, Fly 80 feet (average)
Space: 10 feet
Defense
Armor Class: 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)Hit Points: 147 (14d10+70)
Saving Throws: Fort +14, Ref +10, Will +10
Damage Reduction: 10/evil
Spell Resistance: 18
Offense
Melee: 2 hooves +20 (1d6+7)Reach: 5 feet
Spell-Like Abilities (CL 14th):
- At Will- Astral Projection (self only), Clairaudience/Clairvoyance, Detect Evil, Detect Magic, Detect Thoughts (DC 15), Invisibility (self only)
- 2/day- Dominate Person (DC 20), Telekinesis (DC 20)
Typical Spells Prepared (CL 10th):
- 5th - Breath Of Life, Command, Greater (DC 20), Cure Light Wounds, Mass (DC 20), Righteous Might
- 4th - Divination, Divine Power, Holy Smite (DC 19), Restoration, Spell Immunity
- 3rd - Create Food and Water, Cure Serious Wounds (DC 18), Dispel Magic, Prayer, Protection from Energy
- 2nd - Bull's Strength, Calm Emotions (DC 17), Cure Moderate Wounds (DC 17), Eagle's Splendor, Remove Paralysis, Resist Energy
- 1st - Bless, Command (DC 16), Cure Light Wounds (DC 16), Divine Favor, Endure Elements, Remove Fear, Sanctuary (DC 16) 0 (at will)-Light, Guidance, Read Magic, Resistance
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 12 (+1) | 20 (+5) | 18 (+4) | 18 (+4) | 20 (+5) |
CMB +22
CMD 33 (37 vs. Trip)
Feats: Blind-Fight, Combat Casting, Fly-by Attack, Hover, Improved Initiative, Iron Will
Skills: Diplomacy +23, Knowledge (arcana) +22, Knowledge (planes) +22, Fly +16, Perception +21, Sense Motive +22
- Racial Modifiers: +4 Diplomacy, +4 Knowledge (any two +4 Sense Motive
Special Qualities: Ethereal jaunt
Special Abilities
Magic Circle against Evil (Su)
A greater shedu radiates a continuous magic circle against evil at caster level 14th. This effect can be dispelled, but the greater shedu can resume the magic circle as a free action at will.Ecology
Environment: Any Warm LandOrganization: solitary or troupe (greater shedu plus 2-5 shedu)
Treasure: standard
Greater shedu are the leaders and champions of their race. If encountered with other shedus, they are always in a leadership role, directing their lesser cousins in battle. A greater shedu's natural weapons, as well as any weapons it wields, are considered good-aligned for the purpose of overcoming damage reduction. Greater shedu are about 10 feet long and weigh about 700 pounds.
Credit The Shedu originally appeared in the pre-First Edition book Eldritch Wizardry (© TSR/Wizards of the Coast, 1976) and later in the First Edition Monster Manual (© TSR/Wizards of the Coast, 1977) and is used by permission. The Greater Shedu originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
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