Krenshar

MapTool Token

NameKrenshar
Sorted NameKrenshar
FamilyKrenshar
Size and TypeMedium Magical Beast
Hit Dice Count2
Hit Dice2d10 (11 hp)
Random Hit Points2d10 - 0
Initiative+2
Speed40 ft. (8 squares)
Armor Class15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple+2/+2
Attack

Bite +2 melee (1d6)

Full Attack

Bite +2 melee (1d6) and 2 claws +0 melee (1d4)

Space/Reach5 ft./5 ft.
Special AttacksScare
Special Qualities

Darkvision 60 ft., low-light vision, scent

SavesFort +3, Ref +5, Will +1
AbilitiesStr 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills

Hide +4, Jump +9, Listen +3, Move Silently +6

Feats

Multiattack

Bonus Feats

Track

EnvironmentTemperate forests
Challenge Rating1
Organization

Solitary, pair, or pride (6-10)

TreasureNone
AlignmentUsually neutral
Advancement3-4 HD (Medium); 5-8 HD (Large)
Level Adjustment+2
VersionSRD
SourcesSystem Reference Document
Stat_Block

Krenshar; CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

Krenshar

Krenshar
Medium Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple:
+2/+2
Attack:
Bite +2 melee (1d6)
Full Attack:
Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Scare
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +3, Ref +5, Will +1
Abilities:
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills:
Hide +4, Jump +9, Listen +3, Move Silently +6
Feats:
Multiattack, Track B
Environment:
Temperate forests
Organization:
Solitary, pair, or pride (6-10)
Challenge Rating:
1
Treasure:
None
Alignment:
Usually neutral
Advancement:
3-4 HD (Medium); 5-8 HD (Large)
Level Adjustment:
+2

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.

Combat

Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.

Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

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 13 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.

Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +2 melee (1d6), or Bite +2 melee (1d6) and 2 claws +0 melee (1d4)

feats: MULTIATTACK, TRACK,