D&D 3.5 Monsters

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Athach

Athach
Huge Aberration
Hit Dice:
14d8+70 (133 hp)
Initiative:
+1
Speed:
35 ft. in hide armor (7 squares); base speed 50 ft.
Armor Class:
20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple:
+10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)
Full Attack:
Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Poison
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +9, Ref +5, Will +10
Abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6
Skills:
Climb +9, Jump +18, Listen +7, Spot +7
Feats:
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)
Environment:
Temperate hills
Organization:
Solitary, gang (2-4), or tribe (7-12)
Challenge Rating:
8
Treasure:
1/2 coins; double goods; standard items
Alignment:
Often chaotic evil
Advancement:
15-28 HD (Huge)
Level Adjustment:
+5

The athach is a hulking, misshapen biped. An adult stands some 18 feet tall and weighs about 4,500 pounds. 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.

D20 System
Wizards of the Coast

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