Ettin

This hulking giant has two heads. Each head has a porcine face with a shovel jaw and protruding lower canines like a boar’s tusks. The rest of its teeth are large and rotten. Its stringy hair is filthy, just like the rest of the creature.

Ettin1Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads make them exceptionally sharp-eyed and alert. They are excellent guardians and scouts.

An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide (ettins that don’t smell bad are rare indeed). Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.

Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. Ettins talk among themselves without difficulty, despite their low Intelligence, and a lone ettin often whiles away the hours chatting with itself.

Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.

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Ettin
Large Giant

Hit Dice: 10d8+20 (65 hp)
Initiative: +3
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 18 (–1 size, –1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Base Attack/Grapple: +7/+17
Attack:

Morningstar +12 melee (2d6+6) or
javelin +5 ranged (1d8+6)

Full Attack:

2 morningstars +12/+7 melee (2d6+6) or
2 javelins +5 ranged (1d8+6)

Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities:

Low-light vision

Superior Two-Weapon Fighting (Ex):

An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Saves: Fort +9, Ref +2, Will +5
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Skills:

Listen +10, Search +1, Spot +10

Feats:

Alertness: +2 on all Listen and Spot checks
Improved Initiative: +4 on initiative rolls
Iron Will: +2 bonus on all Will saving throws.
Power Attack: option to increase damage done

Environment: Cold hills
Organization: Solitary, gang (2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2 brown bears), or colony (3–5 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

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