Krenshar
System: Pathfinder | SRD
Krenshar
CR 1
XP 400
N
Magical Beast
Medium
Init +6
;
Senses darkvision 60 ft., low-light vision, scent; Perception +5
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 13 (2d10+2)
Fort +4
Ref +5
Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d6), 2 claws +2 (1d4)
Special Attacks skullface
CMB +2
CMD 14 (18 vs. trip)
Statistics
Str 11,
Dex 14,
Con 13,
Int 6,
Wis 12,
Cha 13
Base Atk +2
Feats Improved Initiative
Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth +10
Languages Sylvan (can't speak)
Special Abilities
Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate 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 DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
This earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.