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Monsters

id7
NameAthach
SizeAndTypeHuge Aberration
HitDice14d8+70 (133)
Initiative+1 (Dex)
Speed50 ft.
ArmorClass20 (-2 size, +1 Dex, +3 hide, +8 natural)
AttacksHuge club +12/+7 melee, 2 Huge clubs +12 melee, bite +14melee; or rock +5/+0 ranged, 2 rocks +5 ranged
DamageHuge club 2d6+8, 2 Huge clubs 2d6+4, bite 2d8+4 andpoison; or rock 2d6+8, 2 rocks 2d6
FaceAndReach10 ft. by 10 ft./15 ft.
SpecialAttacksPoison
SpecialQualities
Saves_Fort9
Saves_Ref5
Saves_Will10
AbilitiesStr 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6
SkillsClimb +16, Jump +16, Listen +7, Spot +7
FeatsMultiattack, Multidexterity, Multiweapon Fighting
ClimateAndTerrainTemperate and warm hill, mountains, andunderground
OrganizationSolitary, gang (2-4), or tribe (7-12)
ChallengeRating_Value7
Treasure1/2 coins; double goods; standard items
AlignmentOften chaotic evil
Advancement15-28 HD (Huge)
Description

Athachs speak a crude dialect of Giant.

Combat

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.