Krenshar | Size & Type (subtype): | Medium-Size Magical Beast | Hit 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) |
| Description: |
Combat
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.
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