{"name":"Savage Krenshar","challenge_rating":"2","species":"Krenshar","sub_species":"Savage","size":"Medium","type":"Magical Beast (Chaotic)","hit_dice":"2d10+6 (53 hp)","speed":"50 ft","abilities":"Str 15, Dex 14, Con 17, Int 1, Wis 12, Cha 13","special_qualities":"Afflicted, Crits -1\/magic, Darkvision 60', Death Throes, DR 5\/magic, Immunities (disease, exhaustion, fatigue, mind-affecting, stunning, and pain-related effects), Low-light Vision, No Stun, Resist Acid 10, Scent","environment":"Infinite Layers of the Abyss","organization":"Solitary, pair, pride (6-10)","treasure":"None","alignment":"CE","advancement":"3-4 HD (Medium); 5-8 HD (Large)","level_adjustment":"+2 (cohort)","skills":"Diplomacy -3, Disguise -3, Gather Information -3, Jump +8, Escape Artist +6, Initimidate +10, Perception +6, Sneak +7\r\n\r\nSavage krenshars have a +8 racial bonus on Intimidate checks. Savage krenshars have a +4 racial bonus on Escape Artist, Jump, Perception, and Stealth checks. They have a -4 penalty on Disguise, Diplomacy, and Gather Information checks.","feats":"Multiattack, Track","initiative":"+2","armor_class":"6 (20) [+2 base, +2 dex]     Flat-footed. 6 (0)","base_attack":"+10%\/+22%","attack":"","full_attack":"Bite +22% (max Large) \u2013 2 Claws +12% (max Medium)","space_reach":"5 ft.\/5 ft.","special_attacks":"Disease, Skullface","saves":"Fort +6, Ref +5, Will +1","imageid":"","description":"Afflicted (Ex): Once transformed into a savage creature, a remove curse spell has no effect (unless done by a special ritual known by Theurgists). A greater restoration spell causes the victim to revert to normal, provided the caster succeeds on a caster level check (DC = 10 + \u00bd savage creature\u2019s HD + savage creature\u2019s Charisma modifier). \r\n\tA miracle or wish spell automatically restores a savage creature to normal. A savage creature that is killed and then brought back to life loses the effects of this template.\r\n\r\nDeath Throes (Su): When a savage krenshar dies, it can immediately make a bite attack, snapping at any one creature in reach just before it succumbs. A savage creature can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage creature\u2019s body melts into a puddle of acidic goo, leaving behind only its gear and its skeleton.\r\n\tAny living creature within 5\u2019 of a melting savage creature is affected with the following effect. . . OB +75% (1st lvl spell; \u2018Acid\u2019 crit; Reflex as DB). This acid only affects living flesh, objects are unaffected. A pool of acid remains on the ground, taking up space equal to the creature\u2019s space while living. Any creatures remaining in the pool suffer the same effect as above. The acid dries to a harmless green powder over the course of 1 standardized Dave minute.\r\n\r\nDisease (Su): A creature bitten by a savage krenshar must make a Fortitude save (DC 10 + \u00bd creaure\u2019s HD + creature\u2019s Con modifier) or contract a curse known as savage fever. The incubation period of savage fever is 1 minute, after which point the victim\u2019s flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he collapses into a coma-like state and transforms into a savage creature. His Intelligence score now heals up to its new maximum adjusted by the template at the normal rate. After which point, he awakens and immediately seeks out fresh prey.\r\n\r\nFerocity (Ex): A savage krenshar fights without penalty while disabled and dying.\r\n\r\nSkullface (Ex or Su): As a standard action, a savage 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 savage 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":"chaotic, magical beast, savage","isShared":"on","templateId":"4842","blockId":"703678","world":"bca99ffd-a29d-4144-a17c-4e42b1fcd6b1","folder":"7757"}