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|This material is published under the OGL|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||2d10 (11 hp)|
|AC:||15 (+2 Dex, +3 natural)|
|Attacks:||Bite +2 melee, 2 claws +0 melee|
|Damage:||Bite 1d6, claw 1d4|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Saves:||Fort +3, Ref +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|
|Climate/Terrain:||Temperate and warm forest and plains|
|Organization:||Solitary, pair, or pride (6-10)|
|Advancement:||3-4 HD (Medium-size); 5-8 HD (Large)|
CombatKrenshars 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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