Shedu, Greater (CR 13)

Large Outsider (Good and Lawful)
Alignment: Always lawful good
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: Listen +21 and Spot +21
Languages: Telepathy 100 ft., most human and humanoid languages as well as Celestial, Infernal, and Draconic


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 14d8+42 (105 hp)
Fort +12, Ref +8, Will +13
Speed: 40 ft., fly 80 ft. (good)
Space: 10 ft./5 ft.
Base Attack +14; Grapple +14
Attack: 2 hooves +18 melee
Full Attack: 2 hooves +18 melee
Damage: Hoof 1d6+5
Special Attacks/Actions: Psionics
Abilities: Str 21, Dex 12, Con 17, Int 18, Wis 20, Cha 20
Special Qualities: SR 21, Etherealness, invisibility, protection from evil
Feats: Combat Manifestation; Endurance,Improved Initiative; Power Attack
Skills: Concentration +20, Hide +13, Intimidate +20, Knowledge (arcana) +21, Knowledge (nature) +18, Knowledge (the planes) +21, Listen +21, Psicraft +20, Sense Motive +21, Spot +21, and Survival +13
Advancement: 15-20 HD (Medium), 21-28 HD (Huge)
Climate/Terrain: Any warm land
Organization: Solitary or pair
Treasure/Possessions: None

Source: Converted

Psionics (Sp): Greater shedu can manifest the following psionic powers as an 18th-level psion: At will - dimension door, ectoplasmic form, empathy, mind blank, mindlink, probability travel, teleport; 3/day - adapt body, aura sight, clairaudience/clairvoyance, danger sense, detect thoughts, domination, energy barrier, matter agitation, object reading, telekinesis; 1/day- astral projection, mass domination, matter manipulation, metamorphosis, precognition.
Attack/Defense Modes (Sp): At will - all/all

Etherealness (Su): Shedu can become ethereal at will.

Invisibility (Su): Greater shedu can become invisible at will.

Protection from Evil (Su): Greater shedu constantly radiate protection from evil in a 10 foot radius.

Telepathy (Su): Shedu can communicate telepathically with any creature within 100 feet that has a language. Shedu know most human and humanoid languages as well as Celestial, Infernal, and Draconic.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).