Description
(from 3.5e Fiend Folio - 2003):
A close cousin to the lammasu, the shedu travel throughout the Material, Ethereal, and Astral Planes extolling the virtues of law and goodness and helping those in need of instruction or protection. From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. If the creatures once held terrestrial kingdoms, those lands have most likely faded into history; the shedim do not speak of their crowns to anyone.
Lawful good clerics sometimes call to the shedim, asking for council on matters of planar import or to guard their temples during important events such as the selection of a new leader or the delivery of a messianic child. Shedim have detail-oriented brains of superior construction— their immunity to mind control and their ability to focus on specific tasks without distraction make them excellent advisors and guards.
Shedim speak Common, Draconic, and Celestial. They prefer to communicate telepathically.
Combat: Despite their ability to trample opponents under powerful hooves, shedim make poor physical combatants against skilled foes. In such cases, they prefer to take to the air, from where they attempt to control enemies using dominate person. Should things get chancy, they jump to the Ethereal Plane or depart to the Astral Plane.
Spell-Like Abilities: At will—clairaudience/clairvoyance, see invisibility, telekinesis; 3/day—dominate person. Caster level 9th; save DC 13 + spell level.
Trample (Ex): As a standard action during its turn each round, a shedu can run over opponents at least one size category smaller than itself. This attack deals 2d6+4 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 18) for half damage.
Depart (Su): Once per week, a shedu may cast astral projection as an 18th-level sorcerer. The ability affects only the shedu.
Ethereal Jaunt (Su): A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Magic Circle against Evil (Su): A shedu radiates a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the shedu can create it again as a free action on its next turn.
Rational Mind (Ex): A shedu’s superior brain renders it immune to mind-affecting effects.
Uncanny Stability (Ex): A shedu’s five legs grant it increased stability, rendering it immune to being pushed back as the result of a bull rush. The ability also prevents pushes from spells such as Bigby’s forceful hand.
Skills: Shedim have a +8 racial bonus on Balance, Listen, Knowledge (the planes), and Spot checks.
(from 2nd Edition Monstrous Manual - 1993):
Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beards and mustaches. Shedu hair is very bristly, and curls into tight waves or bands.
All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer’s status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status.
Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu.
Combat: All shedu attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible.
LESSER SHEDU:
Languages: Lesser shedu speak shedu, lamia, lammasu, and most human tongues (although not common). Of course, they can always use empathy (a limited form of telepathy, see below).
Lesser shedu always have the five powers listed above (within three disciplines), and they can use them without expending PSPs. In addition to these powers, a lesser shedu knows any three sciences and five devotions desired (from these disciplines, or others). Each creature tends to specialize in a particular discipline to complement the herd (each takes a different discipline).
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
9 4/4/13 All/All =Int 100
Psychometabolism — Sciences: nil; Devotion: ectoplasmatic form.
Telepathy — Sciences: nil; Devotions: contact, empathy, mind link.
Psychoportation — Sciences: nil; Devotion: astral projection.
GREATER SHEDU:
Listed are common powers.
Powers they always have: ectoplasmic form, mindlink, contact, invisibility, mind bar, probability travel, teleport, dimension walk.
Innate abilities that are like the psionic powers, but require no point expenditures: ectoplasmic form, mindlink, invisibility, mind bar, probability travel, teleport, dimension walk
Greater shedu radiate protection from evil, 10’ radius.
Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants.
Psionics Summary:
Level Dis/Sci/DevAttack/DefenseScorePSPs
14 5/12/15 All/All =Int 200
Clairvoyance — Sciences: aura sight, clairaudience, clairvoyance, object reading, precognition; Devotions: danger sense, sensitivity to psychic impressions.
Psychometabolism — Sciences: energy containment, metamorphosis; Devotions: body control, ectoplasmatic form.
Psychokinesis — Science: telekinesis; Devotions: molecular agitation, molecular manipulation.
Telepathy — Sciences: domination, mass domination, mind link; Devotions: contact, invisibility, mind bar, post-hypnotic suggestion.
Psychoportation — Sciences: probability travel, teleport; Devotions: dimensional door, dimension walk.
Alternate Versions
Home Plane
Astral Plane, Ethereal Plane, Mount Celestia, Prime Material Plane
Stat Block
3rd Edition:
- 3.5e Fiend Folio (2003)
2nd Edition:
- Monstrous Manual (1993)
Abilities
- Powerful psionic Spellcasting
- Hoof attacks, trample
- Immune to charm and mind-alteration
- Flight
Appearance
From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings.
Size
Hero Forge: Mount (Kitbashed)
Lore: Large
Suggested: Large to Huge
Other Monikers
Shedim (plural)
Sources


