| Hit Dice: | 2d10 (11 hp) |
| Initiative: | +2 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 |
| Base Attack/Grapple: | +2/+2 |
| Attack: | Bite +2 melee (1d6) |
| Full Attack: | Bite +2 melee (1d6) and 2 claws +0 melee (1d4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Scare |
| Special Qualities: | Darkvision 60 ft., low-light vision, scent |
| Saves: | Fort +3, Ref +5, Will +1 |
| Abilities: | Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 |
| Skills: | Hide +4, Jump +9, Listen +3, Move Silently +6; racial bonuses |
| Feats: | Multiattack, Track [bonus] |
| Environment: | Temperate forests |
| Organization: | Solitary, pair, or pride (6–10) |
| Challenge Rating: | 1 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | 3–4 HD (Medium); 5–8 HD (Large) |
| Level Adjustment: | +2 |
This creature seems to combine the worst features of a wolf and a hyena. It has a shaggy, spotted coat, a bristling mane along its spine, and a long, bushy tail.
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. Males and females hunt together, preferring herd animals for food but attacking humanoids when game becomes scarce. Krenshars are very social among their own kind, and occasional attempts to domesticate cubs have produced fierce and loyal companions. They otherwise behave much like mundane great cats. A lair contains cubs numbering half the adult total.
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.
Source: Monster Manual (version 3.5), page 163.