Golem, Shedu

Family: Golems

Huge construct, unaligned

Armor Class 18 (natural armor)
Hit Points 230 (20d12 +100)
Speed 20 ft., fly 60 ft.

22 (+6) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks that are not adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., truesight 120 ft., passive Perception 10
Languages understands the language of its creator but can’t speak
Challenge 12 (8,400 XP)


  • Fear Aura. Any creature that beings its turn within 30 feet of the shedu golem must succeed at a DC 16 Wisdom saving throw or become frightened of the shedu golem until it ends its turn more than 30 feet away from the golem. If a creature succeeds on this saving throw, it is immune to the shedu golem’s fear aura for 24 hours.
  • Immutable Form. The shedu golem is immune to any spell of effect that would alter its form.
  • Magic Resistance. The shedu golem has advantage on saving throws to resist spells or magical effects.
  • Magic Weapons. The shedu golem’s weapon attacks are magical


  • Multiattack. The shedu golem makes two Stomp attacks or one Stomp attack and Trampling Charge.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Smite (recharge 5-6). The shedu golem unleashes a 30-foot cone of radiant energy from its chest. Any creature caught in this cone must make a DC 16 Dexterity saving throw, taking 22 (4d10) radiant damage on a failure or half as much damage with a successful save.
  • Trampling Charge. The shedu golem moves up to its full speed toward a creature, ignoring attacks of opportunity along the way. Any creature that the golem passes through or over must make a DC 16 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and being knocked prone on a failure, or taking half damage and not being knocked prone on a success. The shedu golem then immediately makes a Stomp attack on the targeted creature.


Shedu golems are crafted by master stonemasons from single massive blocks of stone. Carved in lifelike detail, these man-faced bulls sport painstakingly-chiseled feathered wings. Most often they are created to guard temples and palaces, animating only when their arcane senses detect the presence of pure evil such as devils and demons, although undead have been known to trigger some shedu golems. Once roused, their fury is unmatched, for how does one fight hundreds of tons of walking, nay flaying, stone that can see through any disguise and projects beams of radiant energy from their eyes?

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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