Shedu

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

XP 6,400
LG Large magical beast
Init +7; Senses darkvision 60 ft., detect chaos, detect evil, low-light vision, true seeing; Perception +20

DEFENSE

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

OFFENSE

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)

Constantdetect chaos, detect evil, true seeing
3/dayempowered cure moderate wounds, dispel magic, magic circle against evil, remove disease, shield other
1/daydismissal (DC 18), flame strike (DC 18), restoration

STATISTICS

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.

SPECIAL ABILITIES

Prescience (Su)

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).

ECOLOGY

Environment warm deserts
Organization solitary
Treasure standard

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.

Variant: Shedu, Custodian (CR 9)

[Source]

Custodian shedus serve as the protectors of national rulers, most often kings or other royalty and often live with the ruler. Unlike normal shedu, they do not care about morality, only the protection of their wards and often work together to protect a ruler’s kith and kin.

Detect Poison (Sp)

A custodian shedu gains detect poison as a constant spell-like ability (CL 12).

This ability replaces a shedu’s detect chaos spell-like ability.

Harm’s Way (Ex)

Once per round, as an immediate action, if the custodian shedu is in a square adjacent to its ward and the ward is subject to an attack, including an area effect, the custodian shedu can subject itself to the attack in the ward’s stead and the ward takes no damage. Resolve potential attacks against the custodian shedu normally, including attack rolls and saving throws.

This ability replaces a shedu’s magic circle against evil, remove disease, and dismissal spell-like abilities.

Discern Ward (Sp)

A custodian shedu always knows the direction in which his ward is located, as long as they are on the same plane (CL 12).

This ability replaces a shedu’s detect good spell-like ability.

Ward-Bond (Su)

If the shedu’s ward is within 60 ft. of its custodian shedu, the ward gains a +2 bonus on all saving throws and SR 25 in addition to the benefits of a shield other spell, with the custodian shedu taking the damage.

This ability replaces a shedu’s flame strike and shield other spell-like abilities.

Environment urban; this replaces a shedu’s warm deserts.

Section 15: Copyright Notice

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.

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