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|This material is published under the OGL 1.0a.|
|Hit Dice:||14d8+70 (133 hp)|
|AC:||20 (-2 size, +1 Dex, +3 hide, +8 natural)|
|Attacks:||Huge club +12/+7 melee, 2 Huge clubs +12 melee, bite +14 melee; or rock +5/+0 ranged, 2 rocks +5 ranged|
|Damage:||Huge club 2d6+8, 2 Huge clubs 2d6+4, bite 2d8+4 and poison; or rock 2d6+8, 2 rocks 2d6|
|Face/Reach:||10 ft. by 10 ft./15 ft.|
|Saves:||Fort +9, Ref +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/Terrain:||Temperate and warm hill, mountains, and underground|
|Organization:||Solitary, gang (2-4), or tribe (7-12)|
|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.
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