Bupp
Adventurer
After last weekend's game of The Three Faces of Evil, the second part of the Age of Worms I've converted over the Krenshar to 5e rules.
Basically it's the stats of the wolf, but without the pack tactics and the knockdown and the scare ability added in. Since my party is 4th level, and with henchmen a bit larger (8 characters), I used a larger version, based off of the dire wolf. The larger version will have an AC of 14, 37 HP, a move of 50 feet, and it's bite attack is a +5 to hit and does 10 (2d6+3 piercing damage).
Krenshar
Medium monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Skills Perception +3, Stealth +4
Senses Darkvision 60 feet, passive Perception 13
Languages —
Challenge ½ (100 XP)
Keen Hearing and Smell. The krenshar has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 Charisma 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.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
The krenshar is a strange creature that resembles a large but earless hunting cat, save that it can retract the fur and skin on its face to reveal the glistening skull and musculature underneath. Combined with its strange, keening wail, this horrifying display is enough to paralyze prey and send formidable opponents running.
Krenshar's retractable skin allows it to dine on carrion with a lower risk of picking up disease-carrying vermin, much like a vulture's bare head and neck. When the creature finishes eating, restoring the facial skin to its normal position scrapes off gore and clinging bugs. The ability to retract their skin is demonstrated in other contexts as well—male krenshars bare their skulls at rivals as a challenge over mates, females use this ability to ward off undesired suitors, and hunting adults use it to scare prey into ambushes.
Though krenshars generally prefer to stalk herd animals like deer or cattle, they have no qualms about taking on humanoids when food is scarce. They average 4 to 5 feet in length and weigh approximately 175 pounds.
Scholars have long debated the confusing nature of krenshar intelligence. While clearly more intelligent than mere animals, the creatures seem to lack all but the most rudimentary language of snarls and yowls, and aside from the scare tactics that make them notorious, tend to behave much like mundane cats or wolves, even going so far as to occasionally be befriended by rangers or druids. Those who deny krenshars' intelligence, however, need only look into their strange violet eyes or observe the ease with which they manipulate and outmaneuver their prey to realize their folly—an error few make twice.
Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
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Basically it's the stats of the wolf, but without the pack tactics and the knockdown and the scare ability added in. Since my party is 4th level, and with henchmen a bit larger (8 characters), I used a larger version, based off of the dire wolf. The larger version will have an AC of 14, 37 HP, a move of 50 feet, and it's bite attack is a +5 to hit and does 10 (2d6+3 piercing damage).
Krenshar
Medium monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 15 (+2) | 12 (+1) | 3 (−4) | 12 (+1) | 6 (−2) |
Skills Perception +3, Stealth +4
Senses Darkvision 60 feet, passive Perception 13
Languages —
Challenge ½ (100 XP)
Keen Hearing and Smell. The krenshar has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 Charisma 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.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
The krenshar is a strange creature that resembles a large but earless hunting cat, save that it can retract the fur and skin on its face to reveal the glistening skull and musculature underneath. Combined with its strange, keening wail, this horrifying display is enough to paralyze prey and send formidable opponents running.
Krenshar's retractable skin allows it to dine on carrion with a lower risk of picking up disease-carrying vermin, much like a vulture's bare head and neck. When the creature finishes eating, restoring the facial skin to its normal position scrapes off gore and clinging bugs. The ability to retract their skin is demonstrated in other contexts as well—male krenshars bare their skulls at rivals as a challenge over mates, females use this ability to ward off undesired suitors, and hunting adults use it to scare prey into ambushes.
Though krenshars generally prefer to stalk herd animals like deer or cattle, they have no qualms about taking on humanoids when food is scarce. They average 4 to 5 feet in length and weigh approximately 175 pounds.
Scholars have long debated the confusing nature of krenshar intelligence. While clearly more intelligent than mere animals, the creatures seem to lack all but the most rudimentary language of snarls and yowls, and aside from the scare tactics that make them notorious, tend to behave much like mundane cats or wolves, even going so far as to occasionally be befriended by rangers or druids. Those who deny krenshars' intelligence, however, need only look into their strange violet eyes or observe the ease with which they manipulate and outmaneuver their prey to realize their folly—an error few make twice.
Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.

Bestiary: Krenshar
After last weekend’s game of The Three Faces of Evil, the second part of the Age of Worms I’ve converted over the Krenshar to 5e rules. Basically it’s the stats of the wolf, but w…

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