Shedu

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 anot

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Shedu

Large celestial, unaligned

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.

Armor Class 15 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 30 ft.

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

Saving Throws Dex +5, Wis +7, Cha +6 Proficiency Bonus +3

Skills

Damage Vulnerabilities

Damage Resistances

Damage Immunities poison, psychic, radiant

Condition Immunities charmed , paralyzed , poisoned

Senses passive Perception 10

Languages

Challenge 8 (3.900 XP)

No special abilities.

Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
Horns. Melee Weapon Attack: +8 to hit, reach 5 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Shedu (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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