Library / Bestiary

Shedu

CR 9.00 Magical Beast LG Large HD 11
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.

HP
115 (11d10+55); fast healing 5
AC
24, touch 16, flat-footed 23 (+1 Dex, +6 insight, +8 natural, -1 size)
Init
+7
Speed
30 ft., fly 60 ft. (good)
Fort
+12
Ref
+14
Will
+11
BAB
+11
CMB
+19 (+23 bull rush)
CMD
36 (38 vs. bull rush, 40 vs. trip)
Melee
gore +17 (2d8+7/19-20), 2 hooves +12 (1d6+3), 2 wings +12 (1d6+3)
Space
10 ft.
Reach
5 ft.
DR
10/evil
SR
20
Defensive Abilities
prescience
str
24
+7
dex
13
+1
con
20
+5
int
19
+4
wis
22
+6
cha
19
+4

trample (2d6+10, DC 22)

Universal Monster Rules

Trample (2d6+10, DC 22) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Special Abilities

Prescience from text

Feats, Traits & Items

Empower Spell-Like Ability (cure moderate wounds) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 2. For a summary, see the table in the description of the Quicken Spell-Like Ability.

Greater Bull Rush from Feat

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Calculated: +2 Maneuver Check Bonus
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (gore) from Feat

When using the weapon you selected, your threat range is doubled.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Diplomacy +15, Fly +17, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Sense Motive +17

spell-like abilities:
Constant—Detect Chaos, Constant—Detect Evil, Constant—True Seeing (DC 20), 3/day—Cure Moderate Wounds (DC 16), 3/day—Dispel Magic, 3/day—Magic Circle Against Evil (DC 17), 3/day—Remove Disease (DC 17), 3/day—Shield Other (DC 16), 1/day—Dismissal (DC 19), 1/day—Flame Strike (DC 18), 1/day—Restoration (DC 18)
Details
Type
Magical Beast
Alignment
LG
Size
Large
Environment
warm deserts
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect chaos, detect evil, low-light vision, true seeing; Perception +20
Languages
Auran, Celestial, Common; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
16 House/Core 1 Recognized publisher
View references and cross-links for Shedu

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.