Athach
by Sheldon MorrisHideous giants standing 18'-20' tall, and possessing a temper to match, athachs are perhaps the most easily identified among the various giant races. Their most noticeable malformity is the third arm projecting from the centre of their chest. The extent of their organization is that they live in small families sheltered in caves; beating on one another when not otherwise occupied with hunting or beating something else. An athach's most common tactic in combat is to beat its opposition with tree trunks, three to be precise, as well as biting it. Their gnarled and tusk-like teeth are covered in a putrid and potent saliva that can cause a bitten creature to become utterly helpless.
All that Glitters. Athachs have an intense love of gems and jewellery. Such items are essentially the only things to which they claim as possessions. Everything else is common to the family. The closest thing to an athach economy would be when two come together and trade their "things". Offering a satisfactory gift of gems or jewellery to an athach can persuade them to not beat on you. This can be particularly useful to know since humans are considered a good enough meat to eat.
ATHACH
Huge giant, chaotic neutral
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Armour Class 15 (natural armour)
Hit Points 161 (14d12 + 70)
Speed 40 ft.
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STR|DEX|CON|INT|WIS|CHA
24 (+7)|13 (+1)|21 (+5)|6 (-2)|8 (-1)|6 (-2)
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Saving Throws Str +11, Dex +5, Con +9
Skills Perception +3
Senses passive Perception 13
Languages Giant
Challenge 10 (5,900 XP)
---------------------------------------------------------------------------Jeweler's Eye. The athach has advantage on Intelligence (Investigation) checks when examining gems and jewelry.
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ACTIONS
Multiattack. The athach makes three greatclub attacks or two rock attacks; one of those may be substitued with one bite attack.Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (1d10 + 7) piercing damage, . If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become posioned for 1 hour. If the saving throw fails by 5 or more, the target is incapacitated for the same duration.Rock. Ranged Weapon Attack: +11 to hit, range 50/200 ft., one target.
Hit: 23 (3d10 + 7) bludgeoning damage.