Friday, March 21, 2008

Krenshar: the less stupid version?

The Krenshar.

Along with the Yrthak (which I won't even link to), it embodies the worst in 3e monster design: "We need a CR [X] [creature type Y] with an attack of [type Z]."

In the case of the Krenshar
X=1
Y-magical beast
Z=fear

It is a big-ish cat-like monster that can pull its skin off of its face to scare you.

Lame.

Jeff posted on his blog about this general issue
(not the Krenshar specifically), and - for no particular reason - I challenged myself to make a cool version of the Krenshar (while not really changing the stats).


Here we go:



The material enclosed in the box below is released via the Open Game License.


Krenshar




Size/Type:Medium Magical Beast
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:Frightening gaze
Special Qualities:Darkvision 60 ft., low-light vision, resistance to negative energy 5, scent
Saves:Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills:Hide +4, Intimidate +5, Jump +8, Listen +3, Move Silently +6
Feats: Multiattack, TrackB
Environment: Temperate forests
Organization:Solitary, pair, or pride (6-10)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement: 3-4 HD (Medium); 5-8 HD (Large)
Level Adjustment: +2 (cohort)


Legend says that the krenshar are descended from the half-living cat familiar of a lich. Its kittens were gnarled, grotesque things that grew to be huge, gaining nourishment from the fear that their appearance generated.

The krenshar is a strange, catlike carnivore. Its furless head has a skeletal appearance, with bony protuberances; taught, ivory skin; and sunken eyes. Despite its twisted limbs, it is swift and remarkably nimble.

A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.

Krenshar understand cannot speak, but often understand Goblin or Common.

Combat

Krenshar are malicious tricksters who often work in collaboration with goblins. They dislike worgs, and enjoy making them look foolish. Worgs who have been the butt of a krenshar's joke will often attack krenshars on sight.

Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its frightening gaze ability, then chases the fleeing target to join the attack.

Frightening Gaze (Su)
The gaze of a krenshar has 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 gaze ability for 24 hours. The gaze does not affect other krenshars. This is a supernatural, mind-affecting fear effect. The save DC is Charisma-based. A krenshar who successfully uses its gaze on a creature with an Intelligence higher than 2 heals at twice the normal (natural healing) rate for the next 24 hours.

Resistance to Negative Energy (Su)
The necromantic origins of the krenshar provide them with an unnatural ability to ignore negative energy attacks.

Skills
Krenshars have a +4 racial bonus on Intimidate, Jump, and Move Silently checks.



Did that work, or is it still lame?

4 comments:

onefreeman said...

It actually makes sense as a concept now, and it is a pretty cool one at that - everyone loves mad scientist/mage experiments gone wild :D I especially like the pack hunt idea.

szilard said...

Strangely, the pack bit is in the SRD. It just lacked any context at all...

Jeff Rients said...

I likes it!

Anonymous said...

I used Krenshar as an NPC race in a frontier-style D&D campaign once. I had human settlements place a bounty on Krenshar "masks" and even included a faceless (it had been cut off) Geronimo-style prophet Krenshar. I like your take on one of my favorite creatures.