Name | Krenshar |
---|---|
Sorted Name | Krenshar |
Family | Krenshar |
Size and Type | Medium Magical Beast |
Hit Dice Count | 2 |
Hit Dice | 2d10 (11 hp) |
Random Hit Points | 2d10 - 0 |
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 |
Bonus Feats | Track |
Environment | Temperate forests |
Challenge Rating | 1 |
Organization | Solitary, pair, or pride (6-10) |
Treasure | None |
Alignment | Usually neutral |
Advancement | 3-4 HD (Medium); 5-8 HD (Large) |
Level Adjustment | +2 |
Version | SRD |
Sources | System 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
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. CombatKrenshars 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,