3e SRD:Ettin

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This material is published under the OGL 1.0a.

Ettin

Size/Type: Large Giant
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)
Challenge Rating: 5
Treasure: Standard
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.

Combat

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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