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|Hit Dice:||10d8+20 (65 hp)|
|Initiative:||+3 (-1 Dex, +4 Improved Initiative)|
|Speed:||30 ft. (hide armor); base 40 ft.|
|AC:||18 (-1 size, -1 Dex, +7 natural, +3 hide)|
|Attacks:||2 greatclubs +12/+7 melee; or 2 longspears +5/+0 ranged|
|Damage:||Greatclub 1d10+6; longspear 1d8+6|
|Face/Reach:||5 ft. by 5 ft./10 ft.|
|Special Attacks:||Superior two-weapon fighting|
|Special Qualities:||Darkvision 90 ft.|
|Saves:||Fort +9, Ref +2, Will +3|
|Abilities:||Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11|
|Skills:||Listen +10, Search +0, Spot +10|
|Feats:||Alertness, Improved Initiative, Power Attack|
|Climate/Terrain:||Cold and temperate hill, mountains, and underground|
|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)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
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 at an Intelligence check (DC 15) 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.
Superior Two-Weapon Fighting (Ex): An ettin fights with a club or spear in each hand. Because each of its two heads controls an arm, the ettin does not suffer an attack or damage penalty for attacking with two weapons.
Skills: An ettin's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.
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