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Size & Type (subtype):Huge AberrationHit Dice:14d8+70 (133)
Initiative:   +1 (Dex)   Speed:   50 ft.  
Armor Class:   20 (-2 size, +1 Dex, +3 hide, +8 natural)   Attacks:   Huge club +12/+7 melee, 2 Huge clubs +12 melee, bite +14melee; or rock +5/+0 ranged, 2 rocks +5 ranged  
Damage:   Huge club 2d6+8, 2 Huge clubs 2d6+4, bite 2d8+4 andpoison; or rock 2d6+8, 2 rocks 2d6   Face and Reach:   10 ft. by 10 ft./15 ft.  
Special Attacks:   Poison   Special Qualities:     
Saving Throws  Fortitude: 9  
Reflex: 5  
Will: 10  
Abilities:   Str: 27
Dex: 12
Con: 21
Int: 7
Wis: 12
Cha: 6
Skills:   Climb +16, Jump +16, Listen +7, Spot +7   Feats:   Multiattack, Multidexterity, Multiweapon Fighting  
Climate and Terrain:   Temperate and warm hill, mountains, andunderground   Climate:   temperate,warm  
Terrain:   hill,mountains,underground   Organization:   Solitary, gang (2-4), or tribe (7-12)  
Challenge Rating:   7   Challenge Rating Value:   7  
Treasure:   1/2 coins; double goods; standard items   Alignment:   Often chaotic evil  
Advancement:   15-28 HD (Huge)  


Athachs speak a crude dialect of Giant.


Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With their first few melee attacks, athachs tend to flail about indiscriminately. After a few rounds, they concentrate on foes that have been hitting them most often and use their bites on whoever has dealt them the most damage.

Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002