Taer

Medium Giant (Cold) — CR 1

()Updated 3.5

Taer is a D&D 3.5 monster from —. CR 1, HD 2d8+5 (14 hp).

Hit Dice
2d8+5 (14 hp)
Initiative
+0
Speed
land 30 ft, 30 ft., climb 30 ft. (20 ft., climb 20 ft. hide armor)
Base Attack / Grapple
+1/+3
Attack
Greatclub +3 melee; or slam +3 melee
Full Attack
greatclub +3 melee; or 2 slams +3 melee and bite -2 melee
STR
15
DEX
10
CON
13
INT
7
WIS
10
CHA
8
Fort / Ref / Will
+4 / +0 / +0
Challenge Rating
1
Alignment
Usually neutral evil
Organization
Gang (2-5) or clan (10-40)
Treasure
Standard
Level Adjustment
+1

Special Abilities

Cold Subtype

Feats

Taers can attack barehanded and deal punishing blows through sheer strength and savagery, but most are armed with crude spears or clubs. They often wear poorly cured hide armor, and many smear themselves with taer stench grease. Cold Subtype A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Description

Taers can attack barehanded and deal punishing blows through sheer strength and savagery, but most are armed with crude spears or clubs. They often wear poorly cured hide armor, and many smear themselves with taer stench grease. Cold Subtype A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.