Library / Bestiary

Athach

CR 12.00 Humanoid CE Huge
This giant's maw contains a pair of dripping tusks, but it is its gangly third arm that makes its appearance truly bizarre.

An athach is a twisted kind of giant, cruel and thuggish. It lives to bring misery, ruin, and terror to weaker creatures. An individual may be nearly any human color, though its arms are often a darker color or even grayish. Its upper fangs are long, extending from its mouth like those of a ferocious beast, and it constantly drools a weakness-inducing poison. A group of athachs is usually a family unit, with gangs typically consisting of a group of siblings and full tribes consisting of parents and young.

Athachs thrive upon the fear of their victims, preferring to play with their prey for some time before indulging their vile and murderous natures. Tales tell of how athachs cut down orchards and ruin crops by night, leaving the ruins to be discovered by innocent villagers at the dawning of the following day. Further tales tell of how athachs desecrate graveyards by exhuming graves and scattering the bones of the dead about. The motivation behind these games seems to be sheer entertainment—some athachs are unusually creative in their antics, displaying ingenuity beyond their normal capacity, as if an athach in the throes of desecration and cruelty were prone to some form of divine inspiration.

An athach is 18 feet tall and weighs 5,000 pounds. Athachs dislike other giants (and other monsters of their size) and either attack or flee from them, depending on whether the odds are in their favor.

STR
32
DEX
13
CON
25
INT
7
WIS
12
CHA
6
HP
161 (14d8+98)
AC
26, touch 9, flat-footed 25 (+2 armor, +1 Dex, +15 natural, -2 size)
Speed
50 ft.
Init
+1
Melee
2 slams +19 (1d8+11), bite +19 (2d6+11 plus poison) or<p class="stat-block-2">heavy mace +19/+14 (3d6+11), bite +17 (2d6+5 plus poison)</p>
Ranged
rock +10/+5 (2d6+16)
Space
15 ft.
Reach
15 ft.
BAB
+10
CMB
+23
CMD
34
Fort
+16
Ref
+5
Will
+7

Weapons: Simple

rock throwing (140 ft.)

Swift Claw — An athach can attack with its claw as a swift action, even when the creature's movement would normally restrict it to one attack. This attack is made at a +19 bonus and deals 1d10+11 points of damage, regardless of what other attacks are made on the athach's turn.

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Improved Iron Will from Feat

<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lunge from Feat

<p class="stat-block-1"> You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a &ndash;2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Acrobatics +1 (+9 jump), Climb +20, Perception +12, Stealth -7

Details
Type
Humanoid
Alignment
CE
Size
Huge
Environment
cold or temperate hills
Organization
solitary, gang (2-4), or tribe (7-12)
Treasure
standard (leather armor, heavy shield, heavy mace, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +12
Languages
Giant
Source
Bestiary 2
Sources Used in This Record
6 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lunge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.