Scare. A krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. Combining this with a loud screech produces an unsettling effect on a single creature within 100 feet. The target must succeed on a DC 12 Wisdom saving throw, or suffer the Frightened condition. The target can make a new saving throw at the end of each of its turns. 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.
Multiattack. The krenshar makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Krenshar lived in temperate regions and preferred forests, hills, and plains for hunting herd animals (but would also hunt humanoids if given the opportunity). Krenshars could be encountered as lone individuals, mated pairs, or in prides of ten to twenty. Typically, a pride had two adults for every cub. Blood-red spots on their fur pattern usually indicated a pride leader or guardian.
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