Species | Krenshar |
Size | Medium |
Type | Magical Beast |
Hit Dice | 2d10+2 (45 hp) |
Speed | 40 ft |
Abilities | Str 11, Dex 14, Con 13, Int 6, Wis 12, Cha 13 |
Special Qualities | Darkvision 60’, Low-light Vision, Scent |
Environment | Temperate Forests |
Organization | Solitary, pair, pride (6-10) |
Treasure | None |
Alignment | N |
Advancement | 3-4 HD (Medium 5-8 HD (Large) |
Level Adjustment | +2 (cohort) |
Skills |
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Jump +5, Initimidate +6, Perception +2, Sneak +8 Krenshars have a +4 racial bonus on Jump, Intimidate, and Stealth checks. |
Feats |
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Multiattack, Track |
Combat | |
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Initiative | +2 |
Armor Class (AC) | 4 (20) [+2 base, +2 dex] Flat-footed. 4 |
Base Attack | +10%/+10% |
Full Attack | Bite +10% (max Medium) – 2 Claws +0% (max Medium) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Skullface |
Saves | Fort +4, Ref +5, Will +1, |
Description |
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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. |