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Shedu, Greater (3pp)

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.

Greater Shedu CR 10

XP 9,600
LG Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +21
Aura magic circle against evil

DEFENSE

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +10
Defensive Abilities DR 10/evil; SR 18

OFFENSE

Speed 40 ft., fly 80 ft. (average)
Melee 2 hooves +20 (1d6+7)
Space 10 ft.; Reach 5 ft.
Spell-like Abilities (CL 14th) (save DC 15 + spell level)

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) (save DC 15 + spell level; save DCs are Charisma-based; spells are chosen from the cleric spell list, as well as domain spells from two of the following domains: Good, Healing, Knowledge, Law).

5th--breath of lifeD, greater command (DC 20), mass cure light wounds (DC 20), righteous might
4th--divination, divine power, holy smiteD (DC 19), restoration, spell immunity
3rd--create food and water, cure serious woundsD (DC 18), dispel magic, prayer, protection from energy
2nd--bull's strength, calm emotions (DC 17), cure moderate woundsD (DC 17), eagle's splendor, remove paralysis, resist energy
1st--bless, command (DC 16), cure light woundsD (DC 16), divine favor, endure elements, remove fear, sanctuary (DC 16)
0 (at will)--light, guidance, read magic, resistance
Typical Domains Good, Healing

STATISTICS

Str 24, Dex 12, Con 20, Int 18, Wis 18, Cha 20
Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
Feats Blind-Fight, Combat Casting, Flyby Attack, Hover, Improved Initiative, Iron Will, Power Attack
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
Languages Celestial, Common, Draconic; telepathy 100 ft.
SQ ethereal jaunt

SPECIAL ABILITIES

Ethereal Jaunt (Su)

A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move-equivalent action. This ability is otherwise identical with the ethereal jaunt spell (caster level 18th).

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.

Base Creature