Ettin
Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads provide them with unparalleled powers of perception, making them excellent guards.
Ettins superficially resemble hill or stone giants, although their tusked facial features betray orc blood in their lineage. They have pinkish-brown skin, but ettins never bathe if they can help it, which usually leaves them so grimy and dirty their 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 Giant, Goblin, and Orc. 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.
Though ettins aren't very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a fight, but once the battle has started, an ettin fights furiously until all enemies are dead.
Ettins lead solitary lives, establishing lairs in secluded rocky caves and hollows, often surrounded by pits and trenches. Ettins sometimes keep cave bears as pets and guardians for their lairs.
A particularly powerful ettin may attract a gang of a few followers, possibly with several goblin or orc allies. Such gatherings are the exception rather than the rule, however, and seldom last long, with individual ettins going their separate ways when opportunities for pillage and plunder decrease or if the leader is killed.
Mated couples usually come together to breed for only a short time before going off on their own again. Young ettins mature quickly, reaching adult size within a year, when they are kicked out to fend for themselves.
- HP
- 65 (10d8+20)
- AC
- 18, touch 8, flat-footed 18 (+2 armor, -1 Dex, +8 natural, -1 size)
- Speed
- 40 ft.
- Init
- +3
- Melee
- 2 flails +12/+7 (2d6+6)
- Ranged
- 2 javelins +5 (1d8+6)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +7
- CMB
- +14
- CMD
- 23
- Fort
- +9
- Ref
- +2
- Will
- +5
- Racial Modifiers
- +4 on Perception
Weapons: Simple
Superior Two-Weapon Fighting — An ettin fights with a flail 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.
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Handle Animal +8, Perception +12
- Type
- Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- cold hills
- Organization
- solitary, pair, gang (3-6), troupe (1-2 plus 1-2 brown bears), band (3-6 plus 1-2 brown bears), or colony (3-6 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
- Treasure
- standard (leather armor, 2 flails, 4 javelins, other treasure)
- Senses
- low-light vision; Perception +12
- Languages
- pidgin of Giant, Goblin, and Orc
- Source
- Bestiary
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Overrun (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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