Athach
Huge Aberration — CR 8
Monster Manual v.3.5 (MM), p. 21
- Hit Dice
- 14d8+70 (133 hp)
- Initiative
- +1
- Speed
- Land 35 ft, in hide armor; base 50 ft.
- Armor Class
- 20, touch 9, flat-footed 19
- Base Attack / Grapple
- +10/+26
- Attack
- Morningstar +16 melee (3d6+8)
- Full Attack
- Morningstar +12/+7 melee (3d6+8) and 2 morningstars +12 melee (3d6+4)
- STR
- 26
- DEX
- 13
- CON
- 21
- INT
- 7
- WIS
- 12
- CHA
- 6
- Fort / Ref / Will
- +9 / +5 / +10
- Challenge Rating
- 8
- Alignment
- Often Chaotic-Evil
- Organization
- Solitary, gang (2–4), or tribe (7–12)
- Treasure
- 1/2 coins; double goods; standard items
- Environment
- Hills
- Level Adjustment
- +5
Special Abilities
Feats
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus
The creature looks like a partly giant dressed in shabby rags and furs. It has a third arm growing from its chest. Its wide, slobbering mouth has curving tusks that jut from its lower jaw. It has tiny eyes, a small nose, and lopsided ears—one huge and one tiny.
Description
The athach is a hulking, misshapen biped. Immensely strong, an athach can hammer most opponents to gory paste.
An athach rarely bathes, and smells particularly foul. An adult stands some 18 feet tall and weighs about 4,500 pounds.
Athachs are fond of gems and crystals of all types. They often jam bracelets on their chubby fingers, necklaces around their fat wrists, and wear other jewelry where they can. They have been known to sit for hours, polishing and admiring their jewels. The only other things athachs tend to be passionate about are food and violence. They despise hill giants and, unless outnumbered, attack them on sight. They fear other giants and most other Huge creatures.
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 its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.