Shedu
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)
- Speed
- 30 ft., fly 60 ft. (good)
- Init
- +7
- Melee
- gore +17 (2d8+7/19-20), 2 hooves +12 (1d6+3), 2 wings +12 (1d6+3)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +11
- CMB
- +19 (+23 bull rush)
- CMD
- 36 (38 vs. bull rush, 40 vs. trip)
- Fort
- +12
- Ref
- +14
- Will
- +11
- DR
- 10/evil
- SR
- 20
- Defensive Abilities
- prescience
trample (2d6+10, DC 22)
Empower Spell-Like Ability (cure moderate wounds), Greater Bull Rush, Improved Bull Rush, Improved Critical (gore), Iron Will, Power Attack
<p class="stat-block-1"> 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).</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
Diplomacy +15, Fly +17, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Sense Motive +17
- 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
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Uses feat: Greater Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Chaos (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Circle Against Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Disease (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield Other (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dismissal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Flame Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration (Spell)House/Core — covered by the site's Section 15.
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