Ettin
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.
Ettin
This lumbering, filthy, two-headed giant wears tattered remnants of leather armor and clutches a large flail in each fist.
Family: Ettins
Large giant, chaotic evil
Armor Class 12 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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 ettin’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.
- Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
- Morningstar: Melee 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.
Size/Type | 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 Dexterity, +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 |
Saves | Fort +9, Ref +2, Will +5 |
Abilities | Strength 23, Dexterity 8, Constitution 15, Intelligence 6, Wisdom 10, Charisma 11 |
Skills | Listen +10, Search +1, Spot +10 |
Feats | Alertness, Improved Initiative, Iron Will, Power Attack |
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 Hobgoblins or 9-16 Goblins) |
Challenge Rating | 6 |
Treasure | Standard |
Alignment | Usually chaotic evil |
Advancement | By 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.