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Monsters

Id7
NameAthach
Size and TypeHuge Aberration
Hit Dice14d8+70 (133)
Initiative+1 (Dex)
Speed50 ft.
Armor Class20 (-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
Face and Reach10 ft. by 10 ft./15 ft.
Special AttacksPoison
Special Qualities
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
Climate and TerrainTemperate and warm hill, mountains, andunderground
OrganizationSolitary, gang (2-4), or tribe (7-12)
CR7
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.