Bloomborn AthachCreature 17
Source Pathfinder Kingmaker
Perception +31 (darkvision)
Languages Aklo, Jotun, Sylvan
Skills Athletics +32, Intimidation +32
Str +9, Dex +5, Con +6, Int +2, Wis +6, Cha +5
AC 40; Fort +33; Reflex +30; Will +31;
HP 375
Speed 40 feet
Weaknesses Coldiron 15
Fist +34 (+29, +24) to hit (reach 10) 3d10+17 Bludgeoning
Jaws +34 (+29, +24) to hit 3d12+17 Piercing
Claw +34 (+30, +26) to hit (agile) 3d8+17 Slashing
Rock +34 (+29, +24) to hit (brutal, range increment 120) 3d4+17 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Attack of OpportunityAn athach gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with its claw. It can't use more than one Attack of Opportunity triggered by the same action.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Catch RockRequirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock
Athach Venom (poison)Saving Throw DC 38 fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Enfeebled 1
Stage 2 2d6 poison damage and Enfeebled 2
Stage 3 2d6 poison damage and Enfeebled 3
Swift ClawTrigger The athach hits a creature with two fist Strikes
Effect The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty.
Throw RockThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach's filthy habits, this giant is made stranger by the gangly third arm that protrudes from their torso and ends in a twitching, long-fingered claw. Huge, tusk-like fangs descend from an athach's upper jaw and prop their mouth open, leaking long strands of viscous drool that is itself is a toxic venom and coats the athach's fangs.
Athachs despise civilization almost as much as they despise their own kind, and they delight in committing sadistic acts and terrorizing victims. An athach does not keep a traditional territory of their own, but rather wanders the hinterlands of settled territories until they find a suitably easy settlement of smaller humanoids to target. Once the athach has chosen their target, the giant establishes a hidden lair in a location like an abandoned farmhouse or cave, and from there they launch their reign of torment. After a few weeks of harassing, capturing, and torturing victims, the athach bores of their games. The giant then goes on a final rampage, destroying every dwelling and eating every creature they can find. Sometimes, the giant allows a survivor or two to escape, forcing these terrified victims to spend the rest of their lives spreading word of the athach's fearsomeness.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.