Shedu (CR 10)

Large Magical Beast
Alignment: Always lawful good
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +24, and Spot +24


AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Hit Dice: 9d10+27 (76 hp)
Fort +9, Ref +6, Will +7
Speed: 30 ft., fly 60 ft. (average)
Space: 10 ft./5 ft.
Base Attack + 9; Grapple +17
Attack: Slam +12 melee
Full Attack: 2 slams +12 melee
Damage: Slam 1d6+4
Special Attacks: Spell-like abilities, trample
Abilities: Str 19, Dex 11, Con 17, Int 22, Wis 18, Cha 16
Special Qualities: Acid resistance 5, cold resistance 5, depart, electricity resistance 5, ethereal jaunt, fire resistance 5, magic circle against evil, rational mind, sonic resistance 5, SR 14, uncanny stability
Feats: Blind-fight; Flyby Attack (B); Improved Bull Rush; Improved Sunder; Power Attack
Skills: Balance +20, Concentration +15, Diplomacy +17, Knowledge (religion) +15, Knowledge (the planes) +26, Listen +24, Sense Motive +16, Spot +24, and Survival +4 (+6 on other planes)
Advancement: 10-12 HD (large); 13-24 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or synod (2 plus 1-3 lammasus)
Treasure/Possessions: Standard

Source: Fiend Folio

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 night curls. Shedim hear 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 manners 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 an 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, bun 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 no mind-affecting effects.

Uncanny Stability (Ex): A shedus five legs grant in 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.