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.
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