Medium (Magical Beast)
CR 1
HP 11, hd2d10
AC 15 (+2 Dex, +3 natural), touch 12, flat-fooded 13
Fort +3, Ref +5, Will +1
Speed 40 ft. (8 squares)
Initiative +2
Spot , Listen
Standard attacks
BAB +2, Grapple +2
Full attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Special Attacks/Qualities
Darkvision 60 ft., low-light vision, scent
Skills Hide +4, Jump +9, Listen +3, Move Silently +6
Feats Multiattack, TrackB
Str 11
Con 11
Dex 14
Int 6
Wis 12
Cha 13
Alignment Usually neutral,
Environment Temperate forests,
Organisation Solitary, pair, or pride (6?10)

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.


Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. 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 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.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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