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
AC 24, touch 16, flat-footed 23 (+1 Dex, +6 insight, +8 natural, -1 size)
hp 115 (11d10+55); fast healing 5
Fort +12, Ref +14, Will +11
Defensive Abilities prescience; DR 10/evil; Resist electricity 10, fire 10; SR 20
Speed 30 ft., fly 60 ft. (good)
Melee gore +17 (2d8+7/19-20), 2 hooves +12 (1d6+3), 2 wings +12 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+10, DC 22)
Spell-Like Abilities (CL 12th; concentration +18)
Constant—detect chaos, detect evil, true seeing
3/day—empowered cure moderate wounds, dispel magic, magic circle against evil, remove disease, shield other
1/day—dismissal (DC 18), flame strike (DC 18), restoration
Str 24, Dex 13, Con 20, Int 19, Wis 22, Cha 19
Base Atk +11; CMB +19 (+23 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Empower Spell-Like Ability (cure moderate wounds), Greater Bull Rush, Improved Bull Rush, Improved Critical (gore), Iron Will, Power Attack
Skills Diplomacy +15, Fly +13, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Sense Motive +17
Languages Auran, Celestial, Common; telepathy 100 ft.
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).
Environment warm deserts
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. After this period, the visiting shedu departs with a new perspective and more points to ponder in its eternal struggle against the evils of the world.
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.