KrensharCR 1

Usually N Medium Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +1

Languages

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 11 (2 HD)

Fort +3, Ref +5, Will +1

Speed 40 ft.,

Melee Bite +2 (1d6) and 2 claws +0 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Special Actions unnerving, scare

Abilities Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Feats Multiattack, Track

Skills Hide +4, Jump +9, Listen +3, Move Silently +6

Advancement 3-4 HD (Medium); 5-8 HD (Large)

Level adjustment +2

Unnerving (Ex) As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Scare (Su) Combining this unnerving ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 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.

Skills Krenshars have a +4 racial bonus on Jump and Move Silently checks.