This site is games | books | films

“Athach: The Three-Armed Giant of Savage Might and Glittering Hoards”

Athach: The Three-Armed Giant of Savage Might and Glittering Hoards
Created with Grok

In the shadowed fringes of the world, the athach emerges as a hulking embodiment of primal savagery—a malformed giant whose extra limb and toxic fangs evoke the brutal dominance of forgotten legends, perfect for weaving into tales of medieval horror and epic quests.

The athach is a colossal, three-armed aberration towering at 18 feet, infamous for its venomous bite, immense strength, and sadistic delight in tormenting lesser beings; clad in ragged furs and driven by base instincts, it haunts remote hills and ancient ruins, crushing foes with boulders and crude weapons while hoarding glittering gems as trophies of its raids across lands echoing medieval Europe.

Appearance

The athach is a grotesque, lumbering behemoth standing 18 feet tall and weighing over 4,500 pounds, its grayish, leathery skin stretched taut over bulging muscles. Its most striking anomaly is a third arm erupting from the center of its chest, granting it unnatural reach and dexterity; paired with this are massive, curved tusks protruding from a slavering maw that drips virulent poison, asymmetrical features including lopsided ears and mismatched eyes, and a foul, musky odor that repels even hardy predators. Often draped in shabby furs or hides pilfered from victims, it adorns itself with crude jewelry fashioned from polished gems and crystals, evoking a primal, chaotic menace that unnerves all who behold it.

Behaviour

Athachs exhibit a brutish, thuggish demeanor marked by dull-witted malice and unpredictable outbursts of rage, often lurking in isolation or small family gangs where the strongest dominates. They derive perverse joy from psychological torment, such as desecrating graves, ruining crops, or toying with prey before the kill, communicating through guttural grunts and crude gestures in a bastardized ancient tongue. Inherently chaotic and evil, they shun structured society, fleeing from superior threats while aggressively confronting weaker ones, their actions driven by whims of destruction rather than strategy.

Habitat

These aberrations favor remote, rugged terrains in cold or temperate hills, mountains, or underground caverns near fungal groves and water sources, where dense cover allows ambushes and nomadic wandering—echoing the misty highlands of Scotland, the jagged peaks of the Carpathian Mountains in Eastern Europe, or the forsaken ruins of Norman castles in England. They establish crude lairs in natural caves or collapsed fortresses, marking territories with scattered bones and debris, and avoid densely populated areas unless raiding, thriving in isolated ecosystems where they can disrupt without immediate reprisal.

Modus Operandi

Athachs initiate encounters from afar by hurling massive boulders, softening targets before charging into close combat with devastating multi-limbed assaults—wielding crude clubs or morningstars in two hands while the chest arm delivers swift claws or grapples. Their poisonous bite inflicts debilitating venom, enabling prolonged torment; they prefer overwhelming isolated victims through sheer brute force and grapples that crush smaller prey, retreating only if severely outmatched.

Motivation

Fueled by insatiable instincts for cruelty, dominance, and material indulgence, athachs seek to inflict misery and terror on the weak as a form of twisted entertainment, amassing hoards of food, gems, and trinkets to sate their greed. Reproduction and survival instincts compel slow-breeding family units, while an innate hatred for other giants stems from territorial paranoia, ultimately driving them to perpetuate cycles of raid, ruin, and retreat in pursuit of unchallenged brutality.


  • Athach 5e 2024
  • Athach 5e
  • Athach Chieftain, Pathfinder
  • Athach, Pathfinder
  • Athach 3.5
Athach: The Three-Armed Giant of Savage Might and Glittering Hoards
Created with Chat gpt

Huge Giant, Chaotic Evil

A malformed terror of the wild hills, an athach stands nearly eighteen feet tall. Its gray, leathery hide stretches over thick muscle, and a grotesque third arm sprouts from its chest, granting it a horrifying three-fisted fighting style. Clad in ragged furs adorned with stolen gems, it delights in crushing intruders beneath relentless blows.


AC 15 (Natural Armor)
HP 189 (15d12 + 90)
Speed 40 ft.

STRDEXCONINTWISCHA
24 (+7)11 (+0)22 (+6)6 (−2)12 (+1)7 (−2)

Saving Throws Str +10, Con +9
Skills Athletics +10, Perception +4
Senses Darkvision 60 ft.; Passive Perception 14
Languages Giant
CR 8 (XP 3,900; PB +3)


Traits

Keen Smell. The athach has Advantage on Wisdom (Perception) checks that rely on smell.

Gem Hoarder. The athach has Advantage on Wisdom (Perception) checks made to notice gems, jewelry, or precious stones.


Actions

Multiattack. The athach makes three Massive Club attacks. It can replace any of these attacks with Rock attacks, and it can replace one of these attacks with a Bite attack.

Massive Club. Melee Attack Roll: +10, reach 10 ft.
Hit: 20 (3d8 + 7) Bludgeoning damage.

Bite. Melee Attack Roll: +10, reach 5 ft.
Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Poison damage. The target must succeed on a DC 17 Constitution saving throw or have the Poisoned condition for 1 minute. While Poisoned in this way, the target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Rock. Ranged Attack Roll: +10, range 60/240 ft.
Hit: 27 (4d10 + 7) Bludgeoning damage.


Tactics

The athach prefers high ground and broken terrain. It begins combat by hurling rocks at clustered enemies to disrupt formations. Once foes are scattered, it charges into melee, battering armored defenders while targeting lightly armored creatures with its venomous bite.

If reduced below half its Hit Points, it may retreat briefly to resume ranged attacks before reengaging.

Athach: The Three-Armed Giant of Savage Might and Glittering Hoards
Created with Chat Gpt

Huge giant, chaotic evil

Armor Class 16 (scale mail)
Hit Points 230 (20d12 + 100)
Speed 50 ft.

STRDEXCONINTWISCHA
29 (+9)14 (+2)20 (+5)7 (-2)12 (+1)6 (-3)

Saving Throws Str +14, Con +10
Skills Athletics + 14, Perception +5
Senses passive Perception 15
Languages Common, Giant, Orc
Challenge 12 (8,400 XP)

ACTIONS

  • Multiattack. The athach makes two heavy mace attacks or (when available) tricky!
  • Heavy maceMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage.
  • ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 6 (2d6) poison damage.
  • RockRanged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
  • Tricky! (1/Day). The athach pulls three fuzzy objects from her bag of tricks and flings them into combat.

REACTIONS

  • Swift Claw. When the athach is hit by a melee attack, she can make a claw attack against the creature that struck her.
  • GEAR The athach’s favorite toy is a tan bag of tricks that lies among the tangle of her sleeping furs. If she hears PCs approaching, she uses the bag in combat, but if she’s surprised, she doesn’t take the time to dig it out.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Mystara Appendix, Master Boxed Set, Rules Cyclopedia

Athach
AI Generated Artwork – NightCafe Creator
Athach
Size/TypeHuge aberration
Hit Dice14d8+70 (133 hp)
Initiative+1
Speed35 ft. in hide armor (7 squares); base speed 50 ft.
Armor Class20 (-2 size, +1 Dexterity, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple+10/+26
AttackMorningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)
Full AttackMorningstar +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/Reach15 ft./15 ft.
Special AttacksPoison
Special QualitiesDarkvision 60 ft.
SavesFort +9, Ref +5, Will +10
AbilitiesStrength 26, Dexterity 13, Constitution 21, Intelligence 7, Wisdom 12, Charisma 6
SkillsClimb +9, Jump +18, Listen +7, Spot +7
FeatsAlertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)
EnvironmentTemperate hills
OrganizationSolitary, gang (2-4), or tribe (7-12)
Challenge Rating8
Treasure½ coins; double goods; standard items
AlignmentOften chaotic evil
Advancement:15-28 HD (Huge)
Level Adjustment+5

Combat

They 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 Strength, secondary damage 2d6 Strength. The save DC is Constitution-based.

Athach

A hulking, misshapen biped. Its flabby, pear-shaped body has a third arm growing from its chest.

Immensely strong, an an athach can hammer most opponents to gory paste. An adult stands some 18 feet tall and weighs about 4,500 pounds. They speak a crude dialect of Giant.

ATHACH LORE

Originally posted by Evandar_TAybara of the Wizards Community forums.

On this Thread

Characters with ranks in Knowledge (Nature) can learn more about them. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Nature)
DCResult
18This huge, portly giant-like creature is in fact an athach, identifiable by its third arm and its unbelievable stench. This result reveals all aberration traits.
23As well as being superb melee combatants, athachs can hurl rocks as skillfully as most giants, and have a nasty poisonous bite that can drain the strength of its victims. Athachs speak a crude dialect of giant.
28Though having no sense of personal hygene, athachs do have a love for the finery of gems, crystals and jewellery – a passion only matched by their love of food and violence. Though fearful of most giantkin, athachs hate hill giants with a passion and will usually attack them on sight.
Athach: The Three-Armed Giant of Savage Might and Glittering Hoards
Created with Grok

XP 4,800
CE Huge humanoid (giant)


Defense

AC 20, touch 8, flat-footed 20 (–2 Dex, –2 size, +14 natural)
hp 150 (12d8+96)
Fort +16, Ref +2, Will +5

Defensive Abilities rock catching; Immune poison


Offense

Speed 40 ft.

Melee

  • 3 greatclubs +18 (2d8+10)
  • bite +18 (2d6+10 plus poison)

Ranged rock +16 (2d10+10)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (120 ft.), poison


Statistics

Str 31, Dex 7, Con 26, Int 6, Wis 12, Cha 7

Base Atk +9; CMB +21; CMD 29 (31 vs. trip)

Feats Cleave, Great Cleave, Improved Bull Rush, Power Attack, Toughness, Weapon Focus (greatclub)

Skills Climb +23, Intimidate +10, Perception +16, Survival +13;
Racial Modifiers +4 Perception, +8 Climb

Languages Giant


Special Abilities

Poison (Ex)
Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds;
effect 1d4 Con damage and sickened for 1 round;
cure 2 consecutive saves.
The save DC is Constitution-based.

Rock Catching (Ex)
An athach can catch Small, Medium, or Large rocks (or similar projectiles) once per round as an immediate action with a successful Reflex save (DC 15).

Rock Throwing (Ex)
An athach can hurl rocks weighing 40–50 pounds up to 120 feet. The rock deals 2d10+10 bludgeoning damage.

Three-Armed Assault (Ex)
An athach’s deformity grants it three primary natural-equivalent melee attacks when making a full attack. It applies its full Strength bonus to damage with each greatclub.


Ecology

Environment temperate hills and mountains
Organization solitary, pair, or gang (3–5)
Treasure standard (gems and jewelry double)


Description

An athach stands nearly eighteen feet tall, its gray hide stretched over bulging muscle. A grotesque third arm juts from its chest, each hand clutching a massive club. Its tusked maw drips venom as it bellows challenges across the hills.

Athachs are malformed giant-kin, often cast out at birth due to their deformity. Those that survive become feral terrors, preying on travelers and claiming remote highlands as their domains. They are obsessive hoarders of gemstones and adorn their ragged furs with glittering trophies ripped from fallen foes.


Tactics

Before Combat An athach hurls rocks from high ground, targeting lightly armored foes or clustered enemies.

During Combat It closes to melee and unleashes its three greatclubs in savage succession, using Cleave and Great Cleave to maximize carnage. It bull rushes enemies off cliffs or into hazards when possible.

Morale An athach fights to the death if defending its hoard; otherwise, it retreats if reduced below 15 hit points, resuming ranged harassment.


Lore

Knowledge (local or nature)

  • DC 15: Athachs are deformed giants born with three arms and savage tempers.
  • DC 20: Their bite carries a debilitating venom.
  • DC 25: They are particularly skilled at hurling and catching boulders and obsessively hoard gemstones.
Athach Chieftain
Created with Chat Gpt

XP 9,600
CE Huge humanoid (giant)

A towering tyrant among its kind, the athach chieftain dominates the wild hills through brute force, cunning tactics, and obsessive hoarding. Its grotesque third arm is nearly as thick as a tree trunk, and its furs glitter with trophies ripped from fallen rivals.


Defense

AC 23, touch 9, flat-footed 22 (–2 Dex, –2 size, +16 natural, +1 dodge)
hp 195 (15d8+120) — 15 HD Huge giant, d8, Con 26 (+8)
Fort +18, Ref +4, Will +8

Defensive Abilities rock catching, ferocious resilience
Immune poison


Offense

Speed 40 ft.

Melee

  • 3 massive clubs +21/+21/+21 (2d8+13/×2)
  • bite +19 (2d6+12 plus poison)

Ranged rock +18 (2d10+12)

Space/Reach 15 ft. / 15 ft.

Special Attacks rock throwing (120 ft.), poison, sweeping assault, commanding roar


Statistics

Str 35, Dex 7, Con 26, Int 8, Wis 14, Cha 12

Base Atk +10; CMB +24; CMD 32 (34 vs. trip)

Feats Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (massive club), Dodge

Skills Climb +27, Intimidate +18, Perception +19, Survival +17;
Racial Modifiers +8 Climb, +4 Perception

Languages Giant


Special Abilities

Poison (Ex)
Bite—injury; save Fort DC 26; frequency 1/round for 6 rounds;
effect 1d4 Con damage and sickened 1 round; cure 2 consecutive saves. DC is Constitution-based.

Rock Catching (Ex)
Can catch Small, Medium, or Large rocks (or similar projectiles) once per round as an immediate action with a successful Reflex save (DC 15).

Rock Throwing (Ex)
Throws rocks 40–50 lbs up to 120 ft., dealing 2d10+12 bludgeoning damage.

Three-Armed Assault (Ex)
Has three primary melee attacks with full Strength bonus each round; treats all as natural-equivalent for full attack.

Sweeping Assault (Ex)
Full-round action. Makes one massive club attack against each creature within reach at its highest attack bonus. Usable once every 1d4 rounds. Counts as extraordinary.

Commanding Roar (Ex)
Standard action. 30-ft. radius, sonic fear effect. Will DC 23 (Cha-based).

  • Shaken 1d4 rounds on failure.
  • Other giants within range gain +2 morale bonus on attack rolls and Will saves for 1d4 rounds.

Ferocious Resilience (Ex)
Once per day, when reduced below 0 HP, can continue fighting for 3 rounds as if disabled. Dies immediately if HP falls to negative Constitution.


Ecology

Environment temperate hills and mountains
Organization solitary, warband (chieftain + 2–4 athachs + 4–12 hill giants), or tribe (chieftain + 6–10 athachs + 12–24 giants)
Treasure double (gems and jewelry triple)


Description

An athach chieftain towers over other giants, its third arm corded with unnatural strength. Tusks drip venom, furs glitter with stolen gems, and crude sigils mark the clubs of fallen rivals.

Athach chieftains are feared tyrants, gathering lesser giants into savage warbands. They are obsessively territorial and obsessed with hoarding gemstones.


Tactics

Before Combat

  • Hurls rocks from high ground to disrupt formations.
  • Uses Commanding Roar to inspire allies and intimidate foes.

During Combat

  • Activates Power Attack and uses full attack with three massive clubs.
  • Employs Sweeping Assault on clusters of enemies.
  • Bull rushes enemies toward cliffs or hazards.
  • Targets lightly armored foes with bite and poison.

Morale

  • Fights to the death if defending hoard or warband.
  • If isolated and below 30 HP, withdraws and harasses with rocks.

Lore

Knowledge (local/nature)

  • DC 15: Athachs are malformed giants born with three arms and a brutal nature.
  • DC 20: Their bite delivers debilitating poison.
  • DC 25: Expert rock throwers and hoarders of gems, they can detect precious stones by scent.
Scroll to Top