Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Illustration by Wayne England<br />
Taers are violent and primitive creatures that inhabit the<br />
coldest mountain ranges, dwelling in noisome caves and glacial<br />
crevasses.<br />
In wintertime, taers range far from their mountain retreats,<br />
reaving and pillaging all in their path. In warm<br />
weather, they remain high in their mountains, harassing<br />
anyone bold enough to attempt the high passes. <strong>The</strong>y regard<br />
most other creatures as simple prey but possess a comprehensive<br />
system of myths, stories, and rules for conduct.<br />
A taer is a powerfully built creature about 5 to<br />
6 feet in height, with thickly muscled arms<br />
and an apelike face. A taer carries itself in<br />
a crouch and its knuckles reach the<br />
ground; when a taer straightens up, it<br />
stands almost 7 feet in height. Males<br />
weigh about 220 pounds, females about<br />
180 pounds. <strong>The</strong> creature is covered in<br />
matted white fur that tends to blend<br />
into its snowy environs.<br />
Combat<br />
Taers can attack barehanded and deal punishing<br />
blows through sheer strength and<br />
savagery, but most are armed with crude<br />
spears or clubs. <strong>The</strong>y often wear poorly<br />
cured hide armor, and many smear<br />
themselves with taer stench grease,<br />
described in the accompanying sidebar.<br />
Cold Subtype (Ex): Taers are<br />
immune to cold damage but are vulnerable<br />
to fire attacks. <strong>The</strong>y take half<br />
again as much (+50%) damage as<br />
normal from fire, regardless of whether<br />
a saving throw is allowed, or if the save is<br />
a success or failure.<br />
Skills: Taers receive a +8 racial bonus on<br />
all Climb checks and can always choose to take 10, even if<br />
rushed or threatened. *Taers also receive a +4 racial bonus on<br />
Hide checks in snowy conditions.<br />
Taer Society<br />
Taers are never far from flying into a blind rage. To keep<br />
from destroying one another, they have developed a complex<br />
Taers brew a foul-smelling substance derived from their own<br />
scent, which they smear on their bodies before entering combat<br />
to sicken and disorient foes. An application of taer stench<br />
grease is sufficient to coat one creature and lasts for 1 hour.<br />
Living creatures within 10 feet must succeed on a Fortitude<br />
MONSTERS OF THE EAST<br />
Taer<br />
Taer Stench Grease<br />
73<br />
society marked by rich myths, rules for governing behavior<br />
and determining status, and methods for contesting issues<br />
through analogy and metaphor rather than physical violence.<br />
<strong>The</strong>y view their existence as a living myth and consider<br />
dreams, stories, and ideas every bit as real and<br />
important as their waking lives. <strong>The</strong> oldest male who shows<br />
some degree of wisdom and an aptitude for leadership rules<br />
the taer clan. This clan chief usually designates a strong and<br />
ruthless war chief to lead hunts and raids.<br />
Most taers are concerned with accumulating status and<br />
respect within their clan, which in turn guarantees<br />
the best food, sleeping places, and most<br />
desirable mates. <strong>The</strong>y jealously<br />
defend their own prerogatives while<br />
challenging those above them.<br />
Taers rarely resort to physical attacks<br />
to take these things from<br />
other clan members, since that<br />
would entail a loss of status. Any<br />
nontaer, though, is fair game for<br />
robbery, murder, and the cook pot.<br />
Taers are curious about items or<br />
tools from more civilized races and<br />
are likely to murder a woodcutter<br />
simply to take a rusty old axe.<br />
Taer Characters<br />
Taers favor the barbarian class, although<br />
warriors and fighters are also common. Few<br />
taers become arcane spellcasters, but a<br />
small number become adepts, clerics, or<br />
druids. Taer clerics usually venerate Auril<br />
and choose the domains of Evil and<br />
Storm (FRCS).<br />
From time to time, taers who fail in<br />
a bid to oust the current chieftain or<br />
who are “weak” by the standards of the clan are driven<br />
out. <strong>The</strong>se exiles usually fall prey to other dangerous monsters<br />
of the cold lands, but some wander down to the lands<br />
of the “soft ones,” drawn by curiosity about more advanced<br />
folk. Most become brigands or thugs, but a few fall in with<br />
adventuring bands in need of muscle unconstrained by<br />
civilized morals.<br />
Taers have the following racial abilities and characteristics.<br />
save (DC 15) or be sickened, taking a –2 penalty on all attack<br />
rolls, weapon damage rolls, saving throws, skill checks, and ability<br />
checks for 1d6+4 minutes. A delay poison or neutralize<br />
poison spell removes the effect from the sickened creature, and<br />
taers and creatures immune to poison are unaffected.