Krenshar
CR 1, N Medium Magical beast
Senses: Perception 5, Darkvision 60, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 40 ft. Skills: Stealth 10
Languages: Sylvan
Ability Scores: Str 11 (+3), Dex 14 (+5), Con 13 (+4), Int 6 (-2), Wis 12 (+1), Cha 13 (+1)
INIT: +6 CP: +2 HP: 13 (2d10+2) SA: -- DC: 14
AC: 15 Touch: 12 Flat-footed: 13 [+2 Dodge, +3 Natural]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Attacks
- Melee (Natural) - 1 x bite +2 (1d6). Reach: 5 ft.
- Melee (Natural) - 2 x claws +2 (1d4). Reach: 5 ft.
Skullface (su) - A krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using intimidation to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a WIS save or become frightened (level 3, if <= 6 HD, or Level 1 if more than 6 HD) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's skullface ability for 24 hours.
Environment: temperate forests and plains
Organization: None
Treasure: none
This earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.
The krenshar is a strange creature that resembles a large but earless hunting cat, save that it can retract the fur and skin on its face to reveal the glistening skull and musculature underneath. Combined with its strange, keening wail, this horrifying display is enough to paralyze prey and send formidable opponents running. Krenshar's retractable skin allows it to dine on carrion with a lower risk of picking up disease-carrying vermin, much like a vulture's bare head and neck. When the creature finishes eating, restoring the facial skin to its normal position scrapes off gore and clinging bugs. The ability to retract their skin is demonstrated in other contexts as well-male krenshars bare their skulls at rivals as a challenge over mates, females use this ability to ward off undesired suitors, and hunting adults use it to scare prey into ambushes. Though krenshars generally prefer to stalk herd animals like deer or cattle, they have no qualms about taking on humanoids when food is scarce. They average 4 to 5 feet in length and weigh approximately 175 pounds. Scholars have long debated the confusing nature of krenshar intelligence. While clearly more intelligent than mere animals, the creatures seem to lack all but the most rudimentary language of snarls and yowls, and aside from the scare tactics that make them notorious, tend to behave much like mundane cats or wolves, even going so far as to occasionally be befriended by rangers or druids. Those who deny krenshars' intelligence, however, need only look into their strange violet eyes or observe the ease with which they manipulate and outmaneuver their prey to realize their folly-an error few make twice.