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Size & Type (subtype):Large GiantHit Dice:10d8+20 (65)
Initiative:   +3 (-1 Dex, +4 Improved Initiative)   Speed:   40 ft.  
Armor Class:   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 and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Superior two-weapon fighting   Special Qualities:   Darkvision 90 ft.  
Saving Throws  Fortitude: 9  
Reflex: 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 and Terrain:   Cold and temperate hill, mountains, andunderground   Climate:   cold,temperate  
Terrain:   hill,mountains,underground   Organization:   Solitary, gang (2-4), troupe (1-2 plus 1-2 brownbears), 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   Challenge Rating Value:   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.


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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002