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Ettins, the Discordant Brutes

Ettin 1
Create

An Ettin is a massive, two-headed giant that towers over most humanoids, standing between 12 to 14 feet tall, with thick, muscle-bound arms and a hunched posture. Its skin is a mottled grey or earthy brown, covered in patches of coarse hair, and its jagged, misshapen features are adorned with scars from countless battles. Each of its two heads is grotesque, with mismatched eyes that glare with wild, unpredictable expressions.

One head might appear cunning, while the other looks brutishly stupid, often bickering with itself in a cacophony of grunts and growls. The creatureā€™s sharp teeth and elongated, gnarled fingers are capable of ripping through armor and stone, wielding crude weapons like massive clubs or axes. Its two heads constantly argue, often to the point of distraction, but when provoked, the ettinā€™s rage is unstoppable.

Behavior: Ettins are territorial, aggressive, and unpredictable. The personalities of their two heads can be completely at odds, with one head showing more intelligence and the other driven by base instincts. This internal conflict can make them seem erratic, but when they focus on a single task, they are frighteningly effective. They often bicker over food, decisions, and sometimes even the direction to take, which leads to moments of infighting. Despite their internal discord, ettins are dangerous predators, using their brute strength and crude tactics to hunt, fight, and dominate.

Habitat: Ettins prefer isolated, rugged terrain, such as caves, deep forests, or the outskirts of mountain ranges, where they can remain undisturbed. They are drawn to areas rich in resources but distant from civilization. Often, they establish lairs in secluded areas with few predators, where they can hoard food and treasures theyā€™ve scavenged from weaker creatures.

Modus Operandi: Ettins hunt in a direct, no-frills manner, relying on their strength, endurance, and intimidating presence. They use their size to overwhelm prey, and when facing threats, they often charge into battle headfirst, swinging their large weapons with brute force. If an ettin feels outmatched, it may attempt to retreat and regroup, though it is often too proud to do so unless severely injured. The constant bickering between its heads sometimes complicates their strategies, but their raw physical power ensures they can usually break through opposition.

Motivation: Ettins are driven by basic instincts: hunger, territoriality, and a desire for dominance. The more intelligent of their two heads often craves food and material wealth, hoarding whatever treasures they can find, while the other head is typically driven by a primal urge for destruction and violence. They are not inherently evil but are overwhelmingly self-interested, seeking to assert control over their environment and anyone foolish enough to enter their domain.


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Ettin
Create

Large Giant, Chaotic Evil


Armor Class 12 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.


STRDEXCONINTWISCHA
21 (+5)9 (-1)16 (+3)6 (-2)10 (+0)7 (-2)

Saving Throws Strength +8, Constitution +6
Skills Intimidation +1
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Giant
Challenge 5 (1,800 XP)


Traits

  • Dual Heads. The ettin has two heads, each with its own brain. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Innate Bickering. Each of the ettin’s heads has its own personality, and they constantly argue. At the start of the ettin’s turn, roll a d6. On a 1-2, the ettin’s actions are hindered by a disagreement between its heads, causing it to waste its bonus action on a pointless action (such as scratching its head or grumbling). On a 3-6, the ettin acts normally.
  • Two-Headed Might. The ettin can take two reactions per roundā€”one for each head.
  • Regeneration (Recharge 5-6). The ettin regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

  • Multiattack. The ettin makes two melee attacks: one with its club and one with its battleaxe.
  • Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.
  • Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.
  • Rock Throw. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 18 (2d10 + 5) bludgeoning damage.
  • Double Frenzy (Recharge 5-6). The ettin can make two melee attacks with its club or battleaxe at the same time, gaining +2 to attack rolls for each successful hit, dealing an additional 2d6 damage.

Legendary Actions (Optional)

The ettin can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creatureā€™s turn. The ettin regains spent legendary actions at the start of its turn.

  • Headbutt. The ettin headbutts a creature within 5 feet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 5) bludgeoning damage.
  • Clever Tactics. The ettin uses its Dual Heads ability to prepare its next action, ensuring it can take another reaction this turn.
  • Bellowing Taunt. The ettin roars to intimidate foes within 30 feet that can hear it. Targets must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Tactics & Behavior

Ettins are cunning but disorganized, making them unpredictable in battle. They thrive in chaotic environments, using their Dual Heads ability to confuse and overwhelm enemies. Here’s how they fight:

  1. Chaos and Combat: When combat begins, the ettin often charges forward, swinging its massive club or battleaxe with reckless abandon. One head might focus on a single enemy, while the other head seeks another target or argues about the best course of action. This disarray often works to the ettin’s advantage, as enemies are unsure which head to attack.
  2. Throwing Rocks: If the ettin is outnumbered or if thereā€™s enough distance between it and its foes, it might choose to use its Rock Throw attack, hurling large boulders at ranged opponents. This also allows it to keep its enemies at a distance while it regroups.
  3. Double Frenzy: If the fight escalates, the ettin may activate Double Frenzy to increase its damage output. It will use this in close quarters with particularly troublesome enemies, hoping to land multiple powerful blows before its heads can start bickering again.
  4. Bellowing Taunt: When things look grim, the ettinā€™s Bellowing Taunt can break the morale of its foes, causing fear and hesitation. This ability is most effective when facing groups of weaker or less confident enemies, forcing them to waste time dealing with the fear effect.
  5. Regeneration: As long as the ettin is not severely injured, it will use Regeneration to stay in the fight. This ability ensures that even after taking a beating, it can continue fighting for much longer than most creatures expect.

Environment & Lair Tactics

Ettins are typically found in desolate, wild landscapesā€”mountain caves, dense forests, or abandoned ruins. They are territorial creatures, and their lairs are often filled with crude tools, trophies from defeated enemies, and animal remains. When fighting in these environments, the ettin will use the natural landscape to its advantage, hiding behind rocks or large boulders to catch enemies off-guard.


Description

The ettin is a towering giant with two heads, each representing a different facet of its personalityā€”one calculating and the other brash. Covered in rugged, leather armor made from the hide of beasts it has hunted, this monster has a savage yet somewhat comical appearance, as its heads often argue with each other. Its ragged demeanor and primitive weapons, including a large club and a battleaxe, show it as a creature of brute strength, though its erratic nature and unpredictable behavior make it a true force to be reckoned with.

Ettin 2 1
Create

Family: Ettins

Large giant, chaotic evil

Armor Class 12 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.

STRDEXCONINTWISCHA
21 (+5)8 (-1)17 (+3)6 (-2)10 (+0)8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP)

Special Traits

  • Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful: When one of the ettinā€™s heads is asleep, its other head is awake.

Actions

  • Multiattack: The ettin makes two attacks: one with its battleaxe and one with its morningstar.
  • BattleaxeMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  • MorningstarMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

About

Section 15: Copyright Notice

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Ettin 4
Create

Ettins, are two-headed giants, are vicious and unpredictable hunters that stalk the night.

An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. 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 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.


Size/TypeLarge Giant
Hit Dice10d8+20 (65 hp)
Initiative+3
Speed30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class18 (-1 size, -1 Dexterity, +7 natural, +3 hide), touch 8, flat-footed 18
Base Attack/Grapple+7/+17
AttackMorningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6)
Full Attack2 Morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6)
Space/Reach10 ft./10 ft.
Special Attacks
Special QualitiesLow-Light Vision, superior two-weapon fighting
SavesFort +9, Ref +2, Will +5
AbilitiesStrength 23, Dexterity 8, Constitution 15, Intelligence 6, Wisdom 10, Charisma 11
SkillsListen +10, Search +1, Spot +10
FeatsAlertnessImproved Initiative, Iron Will, Power Attack
EnvironmentCold hills
OrganizationSolitary, 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 Hobgoblins or 9-16 Goblins)
Challenge Rating6
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy character class
Level Adjustment+5

Combat

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.

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.

Skills An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

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