Krenshar
Species are magical beasts that roam various regions of Malgrave.
Magical Beast
Hit Points 22
Armor Class 15
Speed 40ft
Str 15(+2)
Dex 14(+2)
Con 14(+2)
Int 6(-2)
Wis 12(+1)
Cha 13(+1)
Darkvision 60ft
Proficiencies Stealth +4, Athletics +6
Keen Smell Advantage on Perception rolls based on scent
Actions
Multiattack The krenshar makes two attacks: one with its bite and one with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 9 (1d8 + 2) piercing damage.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 12 (2d6 + 2) slashing damage.
Shriek The krenshar makes a horrifying scream as it slides the skin off of its face, revealing the bones and muscles stretched over its skull. Each creature within 30ft of the krenshar must make a DC13 Charisma saving throw or be frightened. If the creature can see the krenshar, the save is made at disadvantage. The save can be repeated at the end of each of the creature's turns. A creature that successfully saves against the krenshar's Shriek is immune to the effects for 24 hours.
Description
Appearance
Krenshar are strange, catlike carnivores with extremely flexible skin on their head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds. The speckled fur often leaves them mistaken for hyenas to the untrained eye until that skin peels back from their faces, and by then it's usually too late.Statistics
KrensharMagical Beast
Hit Points 22
Armor Class 15
Speed 40ft
Str 15(+2)
Dex 14(+2)
Con 14(+2)
Int 6(-2)
Wis 12(+1)
Cha 13(+1)
Darkvision 60ft
Proficiencies Stealth +4, Athletics +6
Keen Smell Advantage on Perception rolls based on scent
Actions
Multiattack The krenshar makes two attacks: one with its bite and one with its claws.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 9 (1d8 + 2) piercing damage.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 12 (2d6 + 2) slashing damage.
Shriek The krenshar makes a horrifying scream as it slides the skin off of its face, revealing the bones and muscles stretched over its skull. Each creature within 30ft of the krenshar must make a DC13 Charisma saving throw or be frightened. If the creature can see the krenshar, the save is made at disadvantage. The save can be repeated at the end of each of the creature's turns. A creature that successfully saves against the krenshar's Shriek is immune to the effects for 24 hours.
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