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<blockquote data-quote="BOZ" data-source="post: 146963" data-attributes="member: 1241"><p>TAER</p><p>Medium-Size Monstrous Humanoid (Cold)</p><p>Hit Dice: 3d8+6 (19 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 50 ft</p><p>AC: 16 (+1 Dex, +5 natural)</p><p>Attacks: Kick +6 melee, punch +1 melee, bite +1 melee; or longspear +4 ranged</p><p>Damage: Kick 1d6+3, punch 1d4+1, bite 1d4+1; longspear 1d8+3</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Stench</p><p>Special Qualities: Scent</p><p>Saves: Fort +2, Ref +4, Will +4</p><p>Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6</p><p>Skills: Climb +7, Hide +6, Listen +7, Spot +7</p><p>Feats: Alertness</p><p></p><p>Climate/Terrain: Cold mountains</p><p>Organization: Solitary, band (2-10), or clan (10-40)</p><p>Challenge Rating: 2</p><p>Treasure: 25% standard</p><p>Alignment: Usually neutral</p><p>Advancement: By character class</p><p></p><p></p><p>Taer are shaggy, primitive naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike, with large, sloping heads and almost no forehead. Their bodies are covered in thick, matted fur of snowy-white or grayish color. The fur is coated with an oily, fatty substance excreted through the pores, which protects them from any degree of cold. Taer can see clearly even in heavy snowstorms, due to a second transparent eyelid that protects the eye from snow. Taer wear nothing except for polished teeth and horns.</p><p> Taer live in nomadic clans consisting of several interrelated families, and patrol the edges of high mountain ranges. During the day, adults of the clan scrounge for food, which could be just about anything except sentient beings.</p><p> Taer are extremely superstitious, and fear metal and clothing, and those who use them. They have their own guardian snow-god, represented by the large stone idol carried by a clan. Clans also may carry a single metal item taken from another sentient race. This item can be anything metal, and is purely religious in nature, believed by the taer to grant protection against those who use metal.</p><p> These creatures communicate through grunts, hooting, and yelling, as well as a body language consisting of body slapping.</p><p></p><p>COMBAT</p><p>Taer usually attack with natural attacks, but they occasionally carry huge stone spears to throw. They are fierce creatures, capable of incredible cunning, which they use to defend and expand territory. They can use their home terrain to their advantage, causing avalanches, hurling rocks, burrowing under snow, and using snow-covered pit traps. They are rarely murderous, and prefer to drive intruders off rather than kill them.</p><p> Stench (Ex): The oil that protects a taer from cold is extremely foul-smelling. Any creature within 10 feet of a taer must succeed at a Will save (DC 13) or be disoriented and nauseous for 1d4+1 hours. Affected creatures suffer a –2 penalty to attack rolls and –1 penalty to damage rolls. Any creature, besides other taer, who has the Scent special quality adds +4 to the save DC.</p><p></p><p>The taer first appeared in the Monster Manual II (1983).</p></blockquote><p></p>
[QUOTE="BOZ, post: 146963, member: 1241"] TAER Medium-Size Monstrous Humanoid (Cold) Hit Dice: 3d8+6 (19 hp) Initiative: +1 (Dex) Speed: 50 ft AC: 16 (+1 Dex, +5 natural) Attacks: Kick +6 melee, punch +1 melee, bite +1 melee; or longspear +4 ranged Damage: Kick 1d6+3, punch 1d4+1, bite 1d4+1; longspear 1d8+3 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Stench Special Qualities: Scent Saves: Fort +2, Ref +4, Will +4 Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6 Skills: Climb +7, Hide +6, Listen +7, Spot +7 Feats: Alertness Climate/Terrain: Cold mountains Organization: Solitary, band (2-10), or clan (10-40) Challenge Rating: 2 Treasure: 25% standard Alignment: Usually neutral Advancement: By character class Taer are shaggy, primitive naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike, with large, sloping heads and almost no forehead. Their bodies are covered in thick, matted fur of snowy-white or grayish color. The fur is coated with an oily, fatty substance excreted through the pores, which protects them from any degree of cold. Taer can see clearly even in heavy snowstorms, due to a second transparent eyelid that protects the eye from snow. Taer wear nothing except for polished teeth and horns. Taer live in nomadic clans consisting of several interrelated families, and patrol the edges of high mountain ranges. During the day, adults of the clan scrounge for food, which could be just about anything except sentient beings. Taer are extremely superstitious, and fear metal and clothing, and those who use them. They have their own guardian snow-god, represented by the large stone idol carried by a clan. Clans also may carry a single metal item taken from another sentient race. This item can be anything metal, and is purely religious in nature, believed by the taer to grant protection against those who use metal. These creatures communicate through grunts, hooting, and yelling, as well as a body language consisting of body slapping. COMBAT Taer usually attack with natural attacks, but they occasionally carry huge stone spears to throw. They are fierce creatures, capable of incredible cunning, which they use to defend and expand territory. They can use their home terrain to their advantage, causing avalanches, hurling rocks, burrowing under snow, and using snow-covered pit traps. They are rarely murderous, and prefer to drive intruders off rather than kill them. Stench (Ex): The oil that protects a taer from cold is extremely foul-smelling. Any creature within 10 feet of a taer must succeed at a Will save (DC 13) or be disoriented and nauseous for 1d4+1 hours. Affected creatures suffer a –2 penalty to attack rolls and –1 penalty to damage rolls. Any creature, besides other taer, who has the Scent special quality adds +4 to the save DC. The taer first appeared in the Monster Manual II (1983). [/QUOTE]
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