Shedu (5e Creature)

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Shedu[edit]

Large celestial, any chaotic alignment


Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 50 ft., fly 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 12 (+1) 18 (+4) 16 (+3)

Saving Throws Dex +5, Wis +7, Cha +6
Proficiency Bonus +3
Damage Immunities poison, psychic, radiant
Condition Immunities charmed, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 14
Languages Auran, Celestial, Common, Sphinx, telepathy 60 ft.
Challenge 8 (3,900 XP)


Charge. If the shedu moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Innate Spellcasting. The shedu's innate spellcasting ability is Wisdom (spell save DC 15). The shedu can innately cast the following spells, requiring no components:

At will: detect evil and good, detect magic, pass without trace
1/day each: dispel evil and good, fire shield, wind wall

Magic Resistance. The shedu has advantage on saving throws against spells and other magical effects.

Magic Weapons. The shedu's weapon attacks are magical.

ACTIONS

Multiattack. The shedu makes two attacks: one with its hooves and one with its horns.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) piercing damage.

Healing Touch (4/Day). The shedu touches another creature with its horns. The target magically regains 13 (2d8 + 4) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Radiant Teleport (4/Day). The shedu magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, up to 200 feet to an unoccupied space it can see. Each hostile creature within 30 feet of the shedu when it arrives must make a DC 15 Dexterity saving throw, taking 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The shedu can take 3 legendary actions, choosing from the options 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 legendary actions at the start of its turn.

Hooves. The shedu makes one attack with its hooves.
Protective Shield (Costs 2 Actions). The shedu creates a shimmering, magical field around a creature it can see within 60 feet of it. The target has advantage on saving throws against spells and other magical effects until the end of the shedu's next turn.
Heal Self (Costs 3 Actions). The shedu magically regains 13 (2d8 + 4) hit points.

Shedu are distant relatives to unicorns and sphinxes and were once messengers of the pagan gods before they were hurled down onto the earth during the great exodus. They now wander the wild places, somewhere between unicorn and pegasus but with a far more angry and wild temperament to add onto their strange appearance. Some shedu appear as winged bulls while others look like a mix of a zebra and a unicorn with wings. Shedu are fearless and have been known to even slay rhinoceroses and elephants in an epic charge. It takes the most fearsome and strongest of champions to dominate these wild mounts and ride them into battle.

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