Shedu (3pp)

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

Shedu CR 6

XP 2,400
LG Large magical beast (good, lawful)
Init +5; Senses darkvision 60 ft., detect evil, discern lies, low-light vision; Perception +15

DEFENSE

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 76 (9d10+27)
Fort +9, Ref +7, Will +8

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee 2 hooves +13 (1d8+5)
Space 10 ft.; Reach 5 ft.

Spell-Like Abilities (CL 9th)

At willastral projection (self only), detect evil, discern lies (DC 17)
3/daycharm monster (DC 17)

STATISTICS

Str 21, Dex 12, Con 17, Int 16, Wis 16, Cha 17
Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
Feats Blind-Fight, Flyby Attack, Improved Initiative, Iron Will, Power Attack
Skills Diplomacy +15, Fly +6, Knowledge (arcana) +15, Perception +15, Sense Motive +15, Survival +8; Racial Modifiers Diplomacy, Knowledge (arcana), and Sense Motive are class skills
Languages Celestial, Common, Draconic, telepathy 100 ft.
SQ ethereal jaunt

SPECIAL ABILITIES

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.

ECOLOGY

Environment warm deserts
Organization solitary or herd (2-8)
Treasure standard

The shedu appears as a winged bull with a dark pelt and the head of a man. The humanoid face always sports a long, woven beard. Though shedu can communicate telepathically, they prefer to speak, knowing the deep, placid timber of their voice puts creatures at ease.

Before the rise of humanoid civilizations, anarchy ruled among the world’s sentient creatures. The gods created the first shedu to bring the rule of law to all humanoids. Having fulfilled their original purpose, shedu now seek out and destroy all evil creatures. They still consider themselves the arbiters of law, order and good, and take it is as their duty to ensure such principles are upheld, either through battling agents of chaos or acting as advisors to kings. The reputation of the shedu for fairness is such that creatures with disputes will ask a shedu to arbitrate if one is nearby.

In combat, a shedu attacks with hooves, preferring to use flyby attack and ethereal jaunt to keep itself out of danger until it knows the strength of opponents. A greater shedu stays at range as long as possible and bombards foes with spells.

Most shedu weigh about 800 pounds.

Shedu lair in forgotten or ruined temples dedicated to gods of good and law. Though they prefer deserts, shedu are found in any desolate natural environment, defending the borders of organized societies against the encroachment of chaos.

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

Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

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