Athnahga

Family: Athnahga

Large aberration, neutral

Armor Class 16 (natural)
Hit Points 91 (14d10+14)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 13 (+1) 13 (+1) 14 (+2) 20 (+5)

Skills Survival +4
Saving Throws Dex +5, Wis +4
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 12
Languages Common, Aquan
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Amphibious. The athnahga can breathe air and water.
  • Mesmerize. As a non-combat action, the athnahga can attempt to mesmerize any number of targets. The creature must do a series of gesticulations with its body to do so. While doing this, the athnahga cannot move, but can take normal actions. If the creature can continue its motions for two full rounds, the mesmerism takes effect. All creatures within 60 feet that observe the athnahga must make a DC 15 Wisdom saving throw or be affected as if by a hypnotic pattern spell.
  • Innate Spellcasting. The athnahga’s innate spellcasting ability is Wisdom (Spell Save DC 15). The athnahga can innately cast the following spells, requiring no material components:

ACTIONS

  • Tail Lash. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. In addition, the target becomes grappled (escape DC 14).
  • Constriction. If a creature is constricted at the start of the athnahga’s turn, that creature must make a Strength (Athletics) or Dexterity (Acrobatics) check (DC 14) or take 11 (2d6+4) bludgeoning damage. While constricted, the target is considered restrained. A constricted target remains constricted until they use an action and succeed at an escape attempt (DC 14). The athnahga can only constrict one creature at a time. As long as the target is medium size or smaller, the athnahga can move normally and bring the creature with it without breaking the constriction.

ABOUT

The athnahga are large creatures with a body like a snake with frills of various sizes and shapes running its entire length. These frills are each as unique as the athnahga, and their color ranges from monochrome to rainbow, to all mixtures in between. The athnahga’s head is pointed and scaled with pronounced feathers and appears as a mixture of human and lizard combined. It is the eyes which give it the human touch. Some athnahga even have beards. The athnahga grow to great length, some being 50 feet long, but most average around 30 feet in length. Their bodies are quite wide, spanning up to two feet in diameter for a full-grown athnahga.

River Dwellers. The athnahga live near or in rivers. Although they reside on land most of their lives, the athnahga can live underwater. Athnahga prefer simple abodes, but they cannot build them themselves. Hence, many do not live in keeps or temples, but just move up and down the river they call their own. However, when they do have someone build abodes for them, their homes are often elaborate multi-floor affairs with no stairs since they move like snakes and can crawl up walls. Should their abodes be built for other reasons, such as for praying or making offerings, there are often chambers and stairs and other accouterments to satisfy the needs of those entering to sacrifice to the athnahga.

Ever Growing. As athnahga age, they become stronger, larger, gain thicker skin, and can move faster. This is represented in their hit dice and associated statistics.

Cautious Killers. Athnahga attempt to weaken their opponents with their magic abilities. Once they sense their opponents are weakened, they move in, using their tail lash to wound their target, while at the same time, attempting to wrap themselves around the target to constrict it. Athnahga make every effort to split multiple opponents up, so they can attack an opponent one on one.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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