Page 227 - Monster Manual Expanded III Dragonix
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Shedu
Shedu
Wise and incredibly intelligent, the shedu
travel the planes to extoll the virtues
of goodness and order. It resembles
a winged, muscular bull that has a
humanoid head with dwarven features.
Ornamental armor and jewelry adorn
its body, hair, and intricately braided
beard.
Champion of Good and Order.
The shedu is a relentlessly logical
thinker and contemplative being, and,
thus, it isn't a surprise that it is often
mistaken for being too stoic or strict.
The shedu selflessly lives to maintain
order and defend against evil creatures,
especially demons and githyankis. In combat,
it tramples its foes with its powerful, psionic-
enhanced hooves. It supplements its melee
attacks with its powerful psychic abilities, enabling
it to incapacitate and outmaneuver enemies.
Lawful Allies. The shedu lives mainly in the Material
Plane, preferring warm and dry climates. It often
resides in or near monasteries, temples, and shrines
dedicated to deities of Law and Good, sometimes working with
clerics, paladins, monks, and other creatures who share their
views, such as archons, angels, couatls, guardian nagas, ki-rins,
and lammasus. More powerful shedim, such as the greater
shedu and enlightened ones, spend most of their time either in
meditation, training monk psions, or wandering the planes. It is
not uncommon for adventurers to seek help from these shedim,
especially if it concerns traveling to the Astral and Outer Planes.
Shedu Innate Spellcasting (Psionics). The shedu’s innate spellcasting ability
is Intelligence (spell save DC 15). The shedu can innately cast the
Large monstrosity, lawful good
following spells, requiring no material components:
At will: absorb elements (2nd level), clairvoyance, telekinesis
Armor Class 15 (natural armor)
3/day (each): dominate person, misty step
Hit Points 76 (9d10 + 27)
1/week: astral projection
Speed 40 ft., fly 60 ft.
Etherealness. The shedu magically enters the Ethereal Plane from
STR DEX CON INT WIS CHA the Material Plane, or vice versa.
19 (+4) 11 (+0) 17 (+3) 18 (+4) 14 (+2) 14 (+2)
Trample (Recharge 5-6).The shedu moves up to its speed in a
straight line. During this move, it can enter Medium or smaller
Saving Throws Con +6, Int +7, Wis +5 creatures' spaces. A creature whose space the shedu enters must
Skills Arcana +7, Insight +8, Perception +8, Religion +10 succeed on a DC 15 Dexterity saving throw. On a successful save,
Damage Resistances psychic the creature is pushed 5 feet to the nearest space out of the shedu's
Condition Immunities charmed, exhaustion, frightened
path. On a failed save, the creature falls prone and takes 22 (4d8 +
Senses truesight 60 ft., passive Perception 18 4) bludgeoning damage plus 14 (4d6) psychic damage. If the shedu
Languages Celestial, Common, Draconic, telepathy 60 ft. remains in the prone creature's space, the creature is also restrained
Challenge 7 (2,900 XP) Proficiency Bonus +3 until it's no longer in the same space as the shedu. While restrained
in this way, the creature, or another creature within 5 feet of it, can
Rational Mind. The shedu has advantage on Intelligence and make a DC 15 Strength check. On a success, the creature is shunted
Wisdom saving throws. to an unoccupied space of its choice within 5 feet of the shedu and is
no longer restrained.
Sure-Footed. The shedu has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone. Mind Hammer (3/Day). The shedu targets a creature it can see
Actions within 60 feet of it and psychically slams the creature’s mind. The
target must succeed on a DC 15 Wisdom saving throw or take 27
Multiattack. The shedu makes two Hoof attacks. (5d8) psychic damage and be stunned for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the
Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
effect on itself on a success.
(2d8 + 4) bludgeoning damage plus 7 (2d6) psychic damage.
226
Bestiary

