Remove these ads. Join the Worldbuilders Guild
Krenshar - CR: 1
SpeciesKrenshar
SizeMedium
TypeMagical Beast
Hit Dice2d10+2 (45 hp)
Speed40 ft
AbilitiesStr 11, Dex 14, Con 13, Int 6, Wis 12, Cha 13
Special QualitiesDarkvision 60’, Low-light Vision, Scent
EnvironmentTemperate Forests
OrganizationSolitary, pair, pride (6-10)
TreasureNone
AlignmentN
Advancement3-4 HD (Medium 5-8 HD (Large)
Level Adjustment+2 (cohort)
Skills
Jump +5, Initimidate +6, Perception +2, Sneak +8

Krenshars have a +4 racial bonus on Jump, Intimidate, and Stealth checks.
Feats
Multiattack, Track
Combat
Initiative+2
Armor Class (AC)4 (20) [+2 base, +2 dex] Flat-footed. 4  
Base Attack+10%/+10%
Full AttackBite +10% (max Medium) – 2 Claws +0% (max Medium)
Space/Reach5 ft./5 ft.
Special AttacksSkullface
SavesFort +4, Ref +5, Will +1,
Description
Skullface (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, similar to the way that the North American Spotted Mother will, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as an Intimidate check to demoralize an opponent).
Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd level caster (Will DC 14 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.

Created by

MrListeningGuy.

Statblock Type

Monster

Link/Embed