Page 228 - Monster Manual Expanded III Dragonix
P. 228

Shedu, Greater                                        Innate Spellcasting (Psionics). The shedu’s innate spellcasting ability
                                                               is Intelligence (spell save DC 17). The shedu can innately cast the
         Large monstrosity, lawful good
                                                               following spells, requiring no material components:
                                                               At will: absorb elements (3rd level), clairvoyance, telekinesis
         Armor Class 15 (natural armor)
                                                               3/day (each): dominate person, feather fall, misty step
         Hit Points 190 (20d10 + 80)
                                                               1/day (each): astral projection, banishment, stoneskin*
         Speed 40 ft., fly 60 ft.
                                                               *The shedu casts this spell on itself before combat.
              STR           DEX           CON           INT           WIS           CHA   Etherealness. The shedu magically enters the Ethereal Plane from
                20 (+5)      11 (+0)       19 (+4)      20 (+5)     14 (+2)      14 (+2)  the Material Plane, or vice versa.
                                                               Trample (Recharge 5-6).The shedu moves up to its speed in a
         Saving Throws Con +8, Int +9, Wis +6
                                                               straight line. During this move, it can enter Medium or smaller
         Skills Arcana +9, Insight +10, Perception +10, Religion +13
                                                               creatures' spaces. A creature whose space the shedu enters must
         Damage Resistances psychic; nonmagical bludgeoning, piercing,
                                                               succeed on a DC 16 Dexterity saving throw. On a successful save,
           and slashing (from stoneskin)
                                                               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 23 (4d8 +
         Senses truesight 60 ft., passive Perception 20
                                                               5) 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 11 (7,200 XP)       Proficiency Bonus +4
                                                               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 17 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
         Sure-Footed. The shedu has advantage on Strength and Dexterity   no longer restrained.
         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 17 Wisdom saving throw or take 32
         Multiattack. The shedu makes two Hoof attacks.        (7d8) psychic damage and be stunned for 1 minute. A creature can
         Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.   repeat the saving throw at the end of each of its turns, ending the
         Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) psychic damage.  effect on itself on a success.
         Shedu Enlightened One                                 straight line. During this move, it can enter Medium or smaller
                                                               creatures' spaces. A creature whose space the shedu enters must
         Large monstrosity, lawful good
                                                               succeed on a DC 18 Dexterity saving throw. On a successful save,
                                                               the creature is pushed 5 feet to the nearest space out of the shedu's
         Armor Class 15 (natural armor)                        path. On a failed save, the creature falls prone and takes 23 (4d8 +
         Hit Points 228 (24d10 + 96)                           5) bludgeoning damage plus 21 (6d6) psychic damage. If the shedu
         Speed 40 ft., fly 60 ft.                              remains in the prone creature's space, the creature is also restrained
                                                               until it's no longer in the same space as the shedu. While restrained
              STR           DEX           CON           INT           WIS           CHA   in this way, the creature, or another creature within 5 feet of it, can
                20 (+5)      11 (+0)       19 (+4)     22 (+6)      16 (+3)      14 (+2)  make a DC 19 Strength check. On a success, the creature is shunted
                                                               to an unoccupied space of its choice within 5 feet of the shedu and is
         Saving Throws Dex +5, Con +10, Int +11, Wis +8        no longer restrained.
         Skills Arcana +11, Insight +13, Perception +13, Religion +16
                                                               Innate Spellcasting (Psionics). The shedu’s innate spellcasting ability
         Damage Resistances psychic; nonmagical bludgeoning, piercing,
                                                               is Intelligence (spell save DC 19). The shedu can innately cast the
           and slashing (from stoneskin)
                                                               following spells, requiring no material components:
         Condition Immunities charmed, exhaustion, frightened
                                                               At will: absorb elements (4th level), clairvoyance, telekinesis
         Senses truesight 60 ft., passive Perception 23
                                                               3/day (each): blur, dominate person, feather fall, misty step
         Languages Celestial, Common, Draconic, telepathy 60 ft.
                                                               1/day (each): astral projection, banishment, haste, stoneskin*
         Challenge 16 (15,000 XP)      Proficiency Bonus +5
                                                               *The shedu casts this spell on itself before combat.
         Legendary Resistance (3/Day). If the shedu fails a saving throw, it   Mind Hammer (3/Day). The shedu targets a creature it can see
         can choose to succeed instead.                        within 60 feet of it and psychically slams the creature’s mind. The
                                                               target must succeed on a DC 19 Wisdom saving throw or take 40
         Rational Mind. The shedu has advantage on Intelligence and
                                                               (9d8) psychic damage and be stunned for 1 minute. A creature can
         Wisdom saving throws.
                                                               repeat the saving throw at the end of each of its turns, ending the
         Sure-Footed. The shedu has advantage on Strength and Dexterity   effect on itself on a success.
         saving throws made against effects that would knock it prone.  Legendary Actions
         Actions
                                                               The shedu can take 3 legendary actions, choosing from the options
         Multiattack. The shedu makes two Hoof attacks.        below. Only one legendary action option can be used at a time and
                                                               only at the end of another creature's turn. The shedu regains spent
         Hoof. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                               legendary actions at the start of its turn.
         Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) psychic
         damage.                                               Move. The shedu moves up to half its speed without provoking
                                                                 opportunity attacks.
         Etherealness. The shedu magically enters the Ethereal Plane from
                                                               Hoof (Costs 2 Actions). The shedu makes a hoof attack.
         the Material Plane, or vice versa.
                                                               Psionics (Costs 3 Actions). The shedu casts a spell from its list of
         Trample (Recharge 5-6).The shedu moves up to its speed in a     innate spells, using a spell slot as normal.
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