{"name":"3 Krenshars (The Captain's Ship)","challenge_rating":"1","species":"Krenshar","sub_species":"","size":"Medium","type":"Magical Beast","hit_dice":"2d10+2 (45 hp)","speed":"40 ft","abilities":"Str 11,     Dex 14,     Con 13,     Int 6,     Wis 12,     Cha 13","special_qualities":"Darkvision 60\u2019, Low-light Vision, Scent","environment":"Temperate Forests","organization":"Solitary, pair, pride (6-10)","treasure":"None","alignment":"N","advancement":"3-4 HD (Medium); 5-8 HD (Large)","level_adjustment":"+2 (cohort)","skills":"Jump +5, Initimidate +6, Perception +2, Sneak +8\r\n\r\nKrenshars have a +4 racial bonus on Jump, Intimidate, and Stealth checks.","feats":"Multiattack, Track ","initiative":"+2","armor_class":"4 (20) [+2 base, +2 dex]     Flat-footed. 4 (0)","base_attack":"+10%\/+10%","attack":"","full_attack":"Bite +10% (max Medium) \u2013 2 Claws +0% (max Medium)","space_reach":"5 ft.\/5 ft.","special_attacks":"Skullface","saves":"Fort +4, Ref +5, Will +1,","imageid":"","description":"Skullface (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, similar to the way that the North American Spotted Mother will, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as an Intimidate check to demoralize an opponent).\r\n\tCombining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd level caster (Will DC 14 partial). A creature that successfully saves cannot be affected again by the same krenshar\u2019s 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.","jsondata":"","tags":"magical beast","templateId":"4842","blockId":"1088455","world":"bca99ffd-a29d-4144-a17c-4e42b1fcd6b1","folder":"8087","isShared":"on"}