3e SRD:Krenshar

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Size/Type: Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
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.
Special Attacks: Scare
Special Qualities: 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 +4, Listen +4, Move Silently +6
Feats: Multiattack
Climate/Terrain: Temperate and warm forest and plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 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.

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