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 willastral projection (self only), clairaudience/clairvoyance, detect evil, detect magic, detect thoughts (DC 15), invisibility (self only)
2/daydominate 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).

5thbreath of lifeD, greater command (DC 20), mass cure light wounds (DC 20), righteous might
4thdivination, divine power, holy smiteD (DC 19), restoration, spell immunity
3rdcreate food and water, cure serious woundsD (DC 18), dispel magic, prayer, protection from energy
2ndbull’s strength, calm emotions (DC 17), cure moderate woundsD (DC 17), eagle’s splendor, remove paralysis, resist energy
1stbless, 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.

ECOLOGY

Environment any warm land
Organization solitary or troupe (greater shedu plus 2-5 shedu)
Treasure standard

Greater shedu are the leaders and champions of their race. If encountered with other shedus, they are always in a leadership role, directing their lesser cousins in battle.

A greater shedu’s natural weapons, as well as any weapons it wields, are considered good-aligned for the purpose of overcoming damage reduction.

Greater shedu are about 10 feet long and weigh about 700 pounds.

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

Greater Shedu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

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