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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Bestiary

