Ettin

 

Ettin

Challenge Rating: 6

Size: Large

Type: Giant

Initiative: +3

 

Defense

Hit Points: 65 hp (10HD)

Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

Saves: Fort +9 Ref +2 Will +5

 

Offense

Speed: 40’

Base Attack: +7

Melee: 2 morningstars +12/+7 melee (2d6+6)

Ranged: 2 javelins +5 ranged (1d8+6)

Special Attacks: –

Sanity Effects: —

 

Statistics

Abilities: STR 23, DEX8, CON 15, INT 6, WIS 10, CHA 11

Skills: Acrobatics -2,  Athletics +9,   Awareness +5, Endurance +2, Knowledge -4, Persuasion +0, Spellcraft +0, Survival +0, Thievery -1

Talents: Alertness, Improved initiative, iron will, Power Attack

Special Qualities: Low light vision, Superior two-weapon fighting

 

Ecology

Environment: Cold Hills

Organization: Solitary, gang (2-4), troupe (1-2)

Treasure: Standard

 

Superior Two-Weapon Fighting

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.

 

Power Attack

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

 

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