Athach

Huge aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 93 (14d12 + 33)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 7 (-2) 12 (+1) 9 (-1)

Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages Common, Giant
Proficiency Bonus +3
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the fachan that can see it must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the fachan is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the fachan’s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the fachan.
  • Poor Depth Perception. The athach has disadvantage on any attack roll against a target more than 30 feet away.
  • Standing Leap. The athach’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

ACTIONS

  • Multiattack. The athach makes two attacks with its Flail.
  • Flail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
  • Rock. Melee or Ranged Weapon Attack. +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Death Glare. The fachan targets one frightened creature it can see within 30 feet. If the target can see the fachan, it must succeed on a DC 12 Wisdom saving throw against this magic or drop to 0 hit points.
  • Deadly Leap. If the athach jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 20 (4d6 + 6) bludgeoning damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the athach s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the athach s space.
Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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