Krenshar (CR 1)

Medium Magical Beast
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, and Listen +3


AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 2d10 (11 hp)
Fort +3, Ref +5, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Bite +2 melee
Full Attack: Bite +2 melee and 2 claws +0 melee
Damage: Bite 1d6, claw 1d4
Special Attacks/Actions: Scare
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Special Qualities:
Feats: Multiattack; Track
Skills: Hide +4, Jump +9, Listen +3, and Move Silently +6
Advancement: 3-4 HD (Medium-size); 5-8 HD (Large)
Climate/Terrain: Temperate forest
Organization: Solitary, pair or pride (6-10)
Treasure/Possessions: None

Source: Monster Manual

Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like scare cast by a 3rd-level sorcerer (save DC 12). If the save is successful that opponent cannot be affected again by that krenshar's scare ability for one day. The shriek does not affect other krenshars.

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