Taer
Medium Giant (Cold) — CR 1
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
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.