Taer (CR 1)

Medium Giant (Cold)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft. and Spot 2
Languages: Common, Giant


AC: 15 (+2 natural, +3 hide), touch 10, flat-footed 15
Hit Dice: 2d8+5 (14 hp)
Fort +4, Ref +0, Will +0
Speed: 30 ft., climb 30 ft. (20 ft., climb 20 ft. hide armor)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Greatclub +3 melee; or slam +3 melee
Full Attack: greatclub +3 melee; or 2 slams +3 melee and bite -2 melee
Damage: Greatclub 1d10+3; slam 1d3+2; bite 1d4+1
Special Attacks/Actions:
Abilities: Str 15, Dex 10, Con 13, Int 7, Wis 10, Cha 8
Special Qualities: Cold subtype
Feats: Toughness
Skills: Climb +7, Hide +3, and Spot 2
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Gang (2-5) or clan (10-40)
Treasure: Standard

Source: Unapproachable East

Combat

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 (see below).

Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take 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.

Skills: Taers receive a +8 racial bonus on all Climb checks and can always choose to take 10, even if rushed or threatened. Taers also receive a +4 racial bonus on Hide checks in snowy conditions.

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.