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18th-level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 4814081" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">SHEDU</span></strong></p><p>Shedu are creatures that dwell deep in the Astral Sea and consider themselves to be the epitome of civilization. Though they are benign, shedu are known to manipulate, deceive and trick adventurers into adopting their agenda, even unknowingly. Shedu always act for what they perceive to be the greater good, but exactly what the greater good is seems to vary from shedu to shedu. Many of them weep when they take actions that mortal beings perceive as being evil; perhaps those actions are the only way to prevent a worse evil? Who knows?</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">SHEDU PERSUADER--- Level 18 Controller</span></strong></p><p>Large immortal magical beast--- XP 2000</p><p>---</p><p><strong>Initiative</strong> +10; <strong>Senses</strong> Perception +17</p><p><strong>Beneficence (Charm) </strong>aura 4; enemies in the aura have a -2 to saving throws against charm effects.</p><p><strong>HP</strong> 166;<strong> Bloodied</strong> 83</p><p><strong>AC </strong>32; <strong>Fortitude </strong>30;<strong> Reflex</strong> 30; <strong>Will</strong> 32</p><p><strong>Immune</strong> charm; <strong>Resist</strong> psychic 10</p><p><strong>Speed </strong>8, fly 12</p><p>---</p><p><strong>[Melee basic] Hooves</strong> (standard; at will): +23 vs. AC; 2d6+6 damage. </p><p></p><p><strong>[Melee] Trample</strong> (standard; at will): The shedu moves into an enemy’s space and gains a +4 bonus to AC against the target’s opportunity attack. Then it makes an attack: +22 vs. Fortitude; Hit: 3d8+6 damage and the target is pushed 2 and knocked prone.</p><p></p><p><strong>[Ranged] For the Greater Good </strong>(standard; recharges when no creature is affected by this power) <strong>Charm:</strong> Range 20; +22 vs. Will; the target is dominated (save ends).</p><p></p><p><strong>Repel Foes</strong> (immediate interrupt; when attacked; recharges when first bloodied): The shedu persuader gains +2 to its defenses against the triggering attack.</p><p>---</p><p><strong>Alignment</strong> lawful good; <strong>Languages</strong> Supernal</p><p><strong>Skills </strong>Diplomacy +17, Insight +22</p><p><strong>Str</strong> 22; <strong>Dex</strong> 13; <strong>Wis </strong>26</p><p><strong>Con </strong>14; <strong>Int</strong> 22; <strong>Cha</strong> 16</p><p></p><p><strong><span style="font-size: 12px">SHEDU PREACHER--- Level 21 Controller</span></strong></p><p>Large immortal magical beast--- XP 2000</p><p>---</p><p><strong>Initiative</strong> +11; <strong>Senses</strong> Perception +23</p><p><strong>Beneficence (Charm)</strong> aura 4; enemies in the aura have a -2 to saving throws against charm effects.</p><p><strong>HP</strong> 191; <strong>Bloodied</strong> 95</p><p><strong>AC</strong> 35; <strong>Fortitude </strong>33; <strong>Reflex</strong> 33; <strong>Will </strong>35</p><p><strong>Immune</strong> charm; <strong>Resist</strong> psychic 10</p><p><strong>Speed</strong> 8, fly 12</p><p>---</p><p><strong>[Melee basic] Hooves</strong> (standard; at will): +26 vs. AC; 2d6+7 damage. </p><p></p><p><strong>[Close] Preacher’s Persuasion</strong> (standard; recharge 6) <strong>Charm, Psychic:</strong> Close burst 4; +23 vs. Will; Hit: target is dominated until the end of its next turn; Miss: 2d6+7 psychic damage.</p><p></p><p><strong>[Close] Divine Blast</strong> (standard; recharge 5 6) <strong>Radiant:</strong> Close blast 4; +23 vs. Reflex; 3d8+7 radiant damage.</p><p></p><p><strong>[Ranged] Enthralling Voice</strong> (standard; recharge 3 4) <strong>Charm:</strong> Range 10; +25 vs. Will; target is dazed (save ends); First failed save: target is instead dominated (save ends). </p><p></p><p><strong>Repel Foes</strong> (immediate interrupt; when attacked; recharges when first bloodied): The shedu preacher gains +4 to its defenses against the triggering attack.</p><p>---</p><p><strong>Alignment</strong> lawful good; <strong>Languages</strong> Supernal</p><p><strong>Skills</strong> Diplomacy +18, Insight +23</p><p><strong>Str </strong>23; <strong>Dex </strong>13; <strong>Wis</strong> 27</p><p><strong>Con</strong> 14; <strong>Int</strong> 24; <strong>Cha</strong> 17</p></blockquote><p></p>
[QUOTE="the Jester, post: 4814081, member: 1210"] [B][SIZE="4"]SHEDU[/SIZE][/B] Shedu are creatures that dwell deep in the Astral Sea and consider themselves to be the epitome of civilization. Though they are benign, shedu are known to manipulate, deceive and trick adventurers into adopting their agenda, even unknowingly. Shedu always act for what they perceive to be the greater good, but exactly what the greater good is seems to vary from shedu to shedu. Many of them weep when they take actions that mortal beings perceive as being evil; perhaps those actions are the only way to prevent a worse evil? Who knows? [B][SIZE="3"] SHEDU PERSUADER--- Level 18 Controller[/SIZE][/B] Large immortal magical beast--- XP 2000 --- [B]Initiative[/B] +10; [B]Senses[/B] Perception +17 [B]Beneficence (Charm) [/B]aura 4; enemies in the aura have a -2 to saving throws against charm effects. [B]HP[/B] 166;[B] Bloodied[/B] 83 [B]AC [/B]32; [B]Fortitude [/B]30;[B] Reflex[/B] 30; [B]Will[/B] 32 [B]Immune[/B] charm; [B]Resist[/B] psychic 10 [B]Speed [/B]8, fly 12 --- [B][Melee basic] Hooves[/B] (standard; at will): +23 vs. AC; 2d6+6 damage. [B][Melee] Trample[/B] (standard; at will): The shedu moves into an enemy’s space and gains a +4 bonus to AC against the target’s opportunity attack. Then it makes an attack: +22 vs. Fortitude; Hit: 3d8+6 damage and the target is pushed 2 and knocked prone. [B][Ranged] For the Greater Good [/B](standard; recharges when no creature is affected by this power) [B]Charm:[/B] Range 20; +22 vs. Will; the target is dominated (save ends). [B]Repel Foes[/B] (immediate interrupt; when attacked; recharges when first bloodied): The shedu persuader gains +2 to its defenses against the triggering attack. --- [B]Alignment[/B] lawful good; [B]Languages[/B] Supernal [B]Skills [/B]Diplomacy +17, Insight +22 [B]Str[/B] 22; [B]Dex[/B] 13; [B]Wis [/B]26 [B]Con [/B]14; [B]Int[/B] 22; [B]Cha[/B] 16 [B][SIZE="3"]SHEDU PREACHER--- Level 21 Controller[/SIZE][/B] Large immortal magical beast--- XP 2000 --- [B]Initiative[/B] +11; [B]Senses[/B] Perception +23 [B]Beneficence (Charm)[/B] aura 4; enemies in the aura have a -2 to saving throws against charm effects. [B]HP[/B] 191; [B]Bloodied[/B] 95 [B]AC[/B] 35; [B]Fortitude [/B]33; [B]Reflex[/B] 33; [B]Will [/B]35 [B]Immune[/B] charm; [B]Resist[/B] psychic 10 [B]Speed[/B] 8, fly 12 --- [B][Melee basic] Hooves[/B] (standard; at will): +26 vs. AC; 2d6+7 damage. [B][Close] Preacher’s Persuasion[/B] (standard; recharge 6) [B]Charm, Psychic:[/B] Close burst 4; +23 vs. Will; Hit: target is dominated until the end of its next turn; Miss: 2d6+7 psychic damage. [B][Close] Divine Blast[/B] (standard; recharge 5 6) [B]Radiant:[/B] Close blast 4; +23 vs. Reflex; 3d8+7 radiant damage. [B][Ranged] Enthralling Voice[/B] (standard; recharge 3 4) [B]Charm:[/B] Range 10; +25 vs. Will; target is dazed (save ends); First failed save: target is instead dominated (save ends). [B]Repel Foes[/B] (immediate interrupt; when attacked; recharges when first bloodied): The shedu preacher gains +4 to its defenses against the triggering attack. --- [B]Alignment[/B] lawful good; [B]Languages[/B] Supernal [B]Skills[/B] Diplomacy +18, Insight +23 [B]Str [/B]23; [B]Dex [/B]13; [B]Wis[/B] 27 [B]Con[/B] 14; [B]Int[/B] 24; [B]Cha[/B] 17 [/QUOTE]
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