Krenshar | CR 1 |
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Usually N Medium Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +1 Languages — |
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AC 15, touch 12, flat-footed 13 hp 11 (2 HD) Fort +3, Ref +5, Will +1 |
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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 |
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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 |
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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. |