Shedu
CR 9, LG Large Magical beast
Senses: Perception 20, Darkvision 60, Detect alignmentThe creature can detect the alignment of creatures if they are in line-of-sight., Low Light Vision, True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.
Speed: 30 ft., fly 60 ft. (good) Skills: Insight 17, Persuasion 15, Planes 15, Religion 15
Languages: Auran, Celestial, Common, telepathy (100 ft.)
Ability Scores: Str 24 (+18), Dex 13 (+12), Con 20 (+16), Int 19 (+8), Wis 22 (+10), Cha 19 (+8)
INIT: +7 CP: +11 HP: 115 (11d10+55) SA: 12 DC: 22
AC: 26 Touch: 16 Flat-footed: 19 [+7 Dodge, +10 Natural, -1 Size]
SR: 22 Vulnerable: Evil 2 Resistant: Electricity 10, Fire 10 Bypass: --
Immunity: -- Effect Immunity: --
Power Attack (ex) - A Shedu may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Shedu does one extra point of damage. The Shedu must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Improved Grappling (ex) - This creature is an expert grappler. It can use its level + strength bonus when making a grapple. This grapple check still counts as a skill check.
Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.
Fated (su) - This creature add their Charisma modifier to dodge AC and on initiative checks.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect, True Seeing
Attacks
- Melee (Natural) - 1 x gore +17 (2d8+7/19-20). Reach: 5 ft.
- Melee (Natural) - 2 x hooves +11 (1d6+3). Reach: 5 ft.
- Melee (Natural) - 2 x wings +11 (1d6+3). Reach: 5 ft.
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
Environment: warm desert
Organization: None
Treasure: standard
This noble creature stands strong and tall with the body of a powerful bull and the head of a wise-looking human.
Shedus are good creatures found roaming the Material Plane seeking out evil and destroying it wherever and whenever they encounter it. Shedus aid good creatures in need and never knowingly associate with evil creatures. They are on good terms with lammasu and ki-rin. Shedu found on the Material Plane make their homes in abandoned and ruined temples and shrines dedicated to gods of law and good. Shedu rarely enter combat, but always come to the aid of good creatures in need. Shedu relentlessly attack evil on sight, using a combination of their hooves and spell-like abilities. Priests and holy men sometimes seek the advice and wisdom of a shedu and will journey great distances to find the knowledge they seek. Some ancient cults even worship and pray to the shedu holding them up as deities in their culture. A typical shedu is about 8 feet long and weighs about 500 pounds.
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.