Shedu (GEP)

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Shedu roam the Ethereal plane (as well as the Astral and hot, arid climes on the Prime), furthering the cause of good, helping allied creatures in need, and generally combating evil. Make no mistake-shedu are not misguided philanthropists. In fact, they're powerful bloods uncommonly blessed with physical and mental (psionic) strength, probably granted by a good power. Berks pursuing an evil agenda had best be wary when they run across an equine with wings and a bearded, humanoid head. On the other hand, bashers in desperate need should rejoice at the appearance of what at first look to be winged horses-closer scrutiny might reveal them to be shedu. (MONSTROUS MANUAL)
SHEDU, LESSER: AC 4; MV 12, Fl 24 (C); HD 9+9; THAC0 11; #AT 2; Dmg 1d6/1d6 (hooves); SA Psionics; SD Psionics; SZ L (as a mule); ML champion (15-16); Int exceptional (15-16); AL LG; XP 8,000
Psionics Summary-#AT l, MTHAC0 11, MAC 3, Lv 9; PSPs 100; Psionic Attacks All; Psionic Defenses All; Psionic Disciplines astral projection, contact (if Complete Psionics Handbook is used), ectoplasmic form, empathy, mindlink, + any 3 additional sciences and 5 additional devotions.
SHEDU, GREATER: AC 2; MV 15, Fl 30 (B); HD 14+14; THAC0 5; #AT 2; Dmg 3d6/3d6 (hooves); SA Psionics; SD Psionics, radiate constant protection from evil, 10' radius; SZ L (as a draft horse); ML fearless (19-20); Int genius (17-18); AL LG; XP 15,000.
Psionics Summary-#AT 1, MTHAC0 3, MAC 0, Lv 14; PSPs 200; Psionic Attacks All; Psionic Defenses All; Psionic Disciplines astral projection, aura sight, body control, clairaudience, clairvoyance, contact (if Complete Psionics Handbook is used), danger sense, dimensional door, dimension walk*, domination, ectoplasmic form*, energy containment, invisibility*, mass domination, metamorphosis, mindlink, molecular agitation, molecular manipulation, object reading, post hypnotic suggestion, precognition, probability travel*, sensitivity to psychic impressions, telekinesis, teleport*.
: * denotes powers that require no PSP expenditure