Ettin
Creature 6 — giant, humanoid
Pre-Remaster content. May include legacy alignment.
Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that. The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins' notorious vigilance. In this way, two heads are better than one-ettins regularly find employ in the ranks of giant or orc armies as sentrie
Source: pathfinder-bestiary (Pre-Remaster)
Perception +16
Skills athletics +16, intimidation +10
Str
+6
Dex
-1
Con
+4
Int
-2
Wis
+2
Cha
+0
AC 21
Fort +16
Ref +11
Will +12
HP 110
Speed 35 feet
Offense
Melee Flail +16, Damage 2d6+10 bludgeoning
Melee Fist +16, Damage 1d6+10 bludgeoning
Abilities
Independent Brains — Each of an ettin's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both can move the legs. Any ability that would sever an ettin's head (such as the Vorpal weapon property) doesn't cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin's heads.
Attack of Opportunity — Attack Of Opportunity
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