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Pathfinder

Compendium

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Shedu

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This noble creature stands strong and tall with the body of a powerful bull and the head of a wise-looking human.

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.

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).

Attributes

AC
24, Touch 16, Flat-footed 23 (+1 Dex, +6 Insight, +8 Natural, -1 Size)
Alignment
Lg
Base Atk
+11
CMB
+19 (+23 Bull Rush)
CMD
36 (38 Vs. Bull Rush, 40 Vs. Trip)
CR
CR 9
Cha
19
Con
20
Creature Type
Magical Beast
DR
10/evil
Defensive Abilities
Prescience
Dex
13
Environment
Warm Deserts
Feats
Empower Spell-like Ability ( Cure Moderate Wounds ), Greater Bull Rush , Improved Bull Rush , Improved Critical (Gore), Iron Will , Power Attack
Fort
+12
HP
115 (11d10+55); Fast Healing 5
Init
Lg Large Magical Beast +7
Int
19
Languages
Auran, Celestial, Common; Telepathy 100 Ft.
Melee
Gore +17 (2d8+7/19-20), 2 Hooves +12 (1d6+3), 2 Wings +12 (1d6+3)
Organization
Solitary
Reach
5 Ft.
Ref
+14
Resist
Electricity 10, Fire 10
Senses
Darkvision 60 Ft., Detect Chaos , Detect Evil , Low-light Vision, True Seeing ; Perception +20
Size
Large
Skills
Diplomacy +15, Fly +17, Knowledge (Planes) +15, Knowledge (Religion) +15, Perception +20, Sense Motive +17
Space
10 Ft.
Special Attacks
Trample (2d6+10, Dc 22)
Speed
30 Ft., Fly 60 Ft. (Good)
Spell Resistance
20
Spell-Like Abilities
(Cl 12th; Concentration +16) 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 19), Flame Strike (Dc 19), Restoration
Str
24
Treasure
Standard
Will
+11
Wis
22
XP
6,400
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