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
Speed 40 ft., fly 80 ft. (average)
Melee 2 hooves +20 (2d8+7)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 14th)
Constant—detect evil, discern lies (DC 19), magic circle against evil
At will—astral projection (self only), clairaudience/clairvoyance, detect magic, invisibility
2/day—dominate person (DC 20), telekinesis (DC 20)
Class Spells Prepared (CL 10th)
5th—atonement, mass cure light wounds (DC 19)
4th—divination, divine power, restoration, spell immunity
3rd—create food and water, dispel magic (DC 17), magic vestment, remove curse (DC 17)
2nd—aid, bull’s strength (DC 16), cure moderate wounds (DC 16), remove paralysis, resist energy
1st—bless, cure light wounds (DC 15), divine favor, endure elements, entropic shield
0—create water, guidance (2), read magic, resistance, virtue
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
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.
Greater shedu cast spells as a 10th-level cleric but do not gain access to domains or other clerical abilities.
Environment warm deserts
Organization solitary or troupe (1 greater shedu plus 2-5 shedu)
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.
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.