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Size & Type (subtype):Medium-Size Magical BeastHit Dice:2d10 (11)
Initiative:   +2 (Dex)   Speed:   40 ft.  
Armor Class:   15 (+2 Dex, +3 natural)   Attacks:   Bite +2 melee, 2 claws +0 melee  
Damage:   Bite 1d6, claw 1d4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Scare   Special Qualities:   Scent  
Saving Throws  Fortitude: 3  
Reflex: 5  
Will: 1  
Abilities:   Str: 11
Dex: 14
Con: 11
Int: 6
Wis: 12
Cha: 13
Skills:   Hide +4, Jump +4, Listen +4, Move Silently +6   Feats:   Multiattack  
Climate and Terrain:   Temperate and warm forest and plains   Climate:   temperate,warm  
Terrain:   forest,plains   Organization:   Solitary, pair, or pride (6-10)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Always neutral  
Advancement:   3-4 HD (Medium-size); 5-8 HD (Large)  



Krenshars use solitary scouts to drive prey into the waiting clutches of the pack. 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 scare cast by a 3rd-level sorcerer (save DC 12). If the save is successful, that opponent cannot be affected again by that krenshar's scare ability for one day. The shriek does not affect other krenshars.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002