Ettin

Ettin
Level 10 (+5)
"You always do dis! I smash, you throw!" "But I want smash, you always smash!" "You no good at smash! Me best smasher!" "How you know?! You never let me try!" "Huh…good point…me not always think from your perspe...persp…HEY! Where they go?!" "Awwwwwww not again!"
——Hamhands, Ettin arguing over a potential battle
These malformed, two-headed giants have large, simian, muscular bodies, and typically dress in simple rags like loincloths or hide tunics, always crudely fashioned. They favor the Greatclub, which can just as often be a tree that was ripped out of the ground as opposed to an actual crafted weapon. An Ettin almost always attacks when it sees something that it perceives as weaker than itself.
Awareness
22
Senses
Low-light Vision
Initiative
12/1d8
Hitpoints: 212
Healing Value: 42
Resilience: +4
Morale
1
AC
18/22
Touch
16
Fort
20
Reflex
16
Will
17
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
23 / 28
DEX
8 / 13
CON
15 / 20
INT
6 / 7
WIS
10 / 11
CHA
11 / 12
REC 5
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs AC (ArN 4)
Greatclub
2d10+16 (avg 27) Bludgeoning damage
Melee Reach 10ft
+11P vs AC (ArN 2)
Javelin
2d8+8 (avg 17) Piercing damage
Range 40ft
2d8+8 (avg 17) Bludgeoning damage
Grapple +15
Special Attacks (3 AP)
Right Head Actions
If you roll a 1-50%, choose one of the following right-head actions:
Gut Swing: The Ettin swings wide, aiming to attack two consecutive creatures across the middle (one attack roll), +14 vs AC. On a hit, 4d10+16 (avg 38) Bludgeoning damage and the target is Weakened [SE, ST 4d10 vs CON]. (Advanced)
Headache: The Ettin brings his club down on his opponent's head, +14 vs AC. On a hit, deal 4d10+16 (avg 38) Bludgeoning damage and the target is Dazed for 1d4+1 segments. (Advanced)
Left Head Actions
If you roll a 51-100%, choose one of the following left-head actions:
Stomp: The Ettin stomps hard on the target's foot, causing them to lose their balance, +12 vs Fortitude. On a hit, the target is knocked Prone. The Ettin follows this up with a secondary attack from his club, +14 vs AC. On a hit, the target suffers 4d10+16 (avg 38) Bludgeoning damage. If the target is Prone, the attack insead deals 4d10+27 (avg 49) Bludgeoning damage. (Advanced)
Toss: The Ettin heavily at its opponent's middle, knocking them back, +14 vs AC. On a hit, deal 4d10+16 (avg 38) Bludgeoning and the target is Pushed [(1d4+1) x 5]ft. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Sprint
60 ft
Overland Movement
35 mi/day
Qualities
  • Two Heads: The Ettin has two sets of actions, one for each head. On the Ettin's turn, roll a percentile to determine which head is acting. Additionally, the Ettin gains a +2 Racial bonus to Spot, Listen, and Awareness and rolls 1d8 for Initiative (instead of 1d10). It counts as 2 creatures for purposes of determining Tide of Battle. (inc)
  • Natural Armor: AC +2/+6, Ref +1 (inc)
Skills: Rank 1 Balance [+2], Rank 1 Climb [+6], Rank 1 Jump [+4], Rank 3 Search [+5], Rank 5 Listen [+11], Rank 6 Spot [+13], Rank 5 Hunting [+9], Rank 3 Survival [+7], Rank 5 Coercion [+14], Rank 3 Bravery [+7]
Feats: Improved Speed, Heavy Hitter, Tough
Philosophies: Rank 1 Mental, Rank 5 Physical
Combat Training: Melee 4, Ranged 1, Parry 2, Fort 2, Reflex 1, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Greatclub
Charm
-1
Coercion
+14
Deception
-1
Manipulation
-1
Persuasion
-1
Aloofness
-1
Bravery
+7
Intuition
-1
Tolerance
0
Suspicion
-1
Social
Composure: 12
Languages: Giant
Motives:
Prejudices:
  • Smaller Creatures: Doubt 1, Hate 1