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Shedu, Greater (3pp)

This creature is a winged bull with the face of a bearded man. It looks on you with a calm and knowing gaze.

Greater Shedu CR 10

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

DEFENSE

AC 21, touch 10, flat-footed 19 (+1 Dex, +11 natural, -1 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +10

OFFENSE

Speed 40 ft., fly 80 ft. (average)
Melee 2 hooves +20 (2d8+7)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 14th)

Constantdetect evil, discern lies (DC 19), magic circle against evil
At willastral projection (self only), clairaudience/clairvoyance, detect magic, invisibility
2/daydominate person (DC 20), telekinesis (DC 20)

Class Spells Prepared (CL 10th)

5thatonement, mass cure light wounds (DC 19)
4thdivination, divine power, restoration, spell immunity
3rdcreate food and water, dispel magic (DC 17), magic vestment, remove curse (DC 17)
2ndaid, bull’s strength (DC 16), cure moderate wounds (DC 16), remove paralysis, resist energy
1stbless, cure light wounds (DC 15), divine favor, endure elements, entropic shield
0create water, guidance (2), read magic, resistance, virtue

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, Flyby Attack, Improved Initiative, Improved Natural Attack (hoof), Iron Will, Power Attack, Skill Focus (Diplomacy)
Skills Diplomacy +28, Fly +6, Knowledge (arcana) +17, Knowledge (planes) +10, Knowledge (religion) +14, Perception +18, Sense Motive +21, Survival +16; Racial Modifiers Diplomacy, Knowledge (arcana), and Sense Motive are class skills
Languages Auran, Celestial, Common, Draconic, telepathy 100 ft.
SQ Ethereal jaunt

SPECIAL ABILITIES

Speaker of the Law (Su)

Three times per day a greater shedu can speak a word of power. Chaotic creatures in a 30-ft. radius are stunned for 1d4 rounds if they fail a DC 22 Will save. On a successful save chaotic creatures are dazed for 1 round. A creature that saves is immune to any further uses of that shedu’s ability for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Ethereal Jaunt (Su)

As a move action, a shedu can move from the Ethereal Plane to the Material Plane as a free action and shift back as a move action. Otherwise, this ability is identical to the ethereal jaunt spell.

Spells

Greater shedu cast spells as a 10th-level cleric but do not gain access to domains or other clerical abilities.

Editor's Notes

1.  Concentration for the Greater Shedu is as follows:
Spell-like Abilities:  Concentration +19
Cleric Spells:  Concentration +14
2.  The Greater Shedu has 6 unused skill points.  We recommend placing 4 in Knowledge (planes) and 2 in Fly for skills of:
Fly +8, Knowledge (planes) +14
3.  Because of its aura, the Greater Shedu has a +2 deflection bonus and +2 save bonus versus evil creatures.  Against evil creatures, its AC becomes:
AC 23, touch 12, flatfooted 22
It's Saves become: 
Fort +16, Ref +12, Will +12

GM's are encouraged to use these statistics.

Lore

Characters with ranks in Knowledge (planes) can learn more about a greater shedu. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (planes)

DC Result
DC 20 Shedu are intelligent, good-aligned magical beasts.
DC 25 The shedu can often tell when a creature is lying. Hence shedu are often sought out to settle disagreements.
DC 30 In combat, a shedu can move to the Ethereal Plane to avoid an opponent’s attacks.
DC 35 The gods of good and law grant the mightiest shedu spells and abilities to enforce their precepts and defeat the forces of chaos.