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Ettins

F
oul-tempered and fouler-smelling is the ettin, Ettin Wrath Chanter Tactics
giantkin cast beyond the pale of the Ordning.
Unfit to serve any higher purpose, these pitiable Wrath chanters use their Rage Song whenever they begin
creatures are little better than the smallfolk and their turn not already concentrating on it, stopping only if
demons they consort with. Praise be to Annam, their concentration is broken three times in quick succession.
who in his infinite wisdom sealed his hall, his They typically prefer to attack with their Bonechopper Hack-
hearth, his forge, and his table against these Axe if they can gain advantage on an attack, and their Wicked
smallest and most quarrelsome of giants. Club otherwise.
Ettin Lore Ettin Vessel Twin Tactics
Arcana DC 20: Despite their reputation for dullardry, certain Ettin vessel twins methodically work their way through their
ettins show a remarkable talent for conjuring demons, luring enemies, first grabbing one with their Thick-Fingered Grasp,
them into a sort of half-possession and trapping them to feed then afflicting it with their Curse of Cracking Bones, then
off their power. beating it to unconsciousness with their Soulfouled
History DC 10: The two heads of ettins are each fully Runebrick before moving on to the next foe.
independant creatures capable of asserting control over the They preferentially target any creature that they see cast
ettin's entire body, leading to a unique fighting style that divine magic, and use their Hatsick Bond at every
exploits their enhanced ability to perceive and react to opportunity, unless they are concentrating on their Vessel
threats. Unsealed.
Despite this unity exhibited in the face of danger, ettins'
heads constantly bicker with and aggravate one another
outside of the confines of battle, though these inter-head
conflicts rarely rise to violence beyond pokes and slaps.
History DC 15: Ettintongue is a pidgin language of Giant,
Orc, and Goblin, allowing particularly diplomatic ettins to
passably interact with those races, even occasionally forming
alliances. Rarer still, however, are groups comprised entirely
of ettins; such warbands are generally driven and held
together by a single charismatic leader of surpassing
strength, falling to infighting at the barest suggestion of
weakness.
Nature DC 10: Most ettins indifferently regard beasts,
humanoids, and even other ettins as food to be hunted.
Ettin copulation is thus a notably tense affair, as the
male seeks to make good his escape before the
larger and more powerful female grows too
hungry or annoyed with him.
Ettin Backbreaker Tactics
Ettin backbreakers charge into combat with
their Sweeping Lunge, following up with their
Death Hug if they have at least two creatures
grappled and another Sweeping Lunge
otherwise, provided they can affect two or
more creatures with it. They typically attack
with their Calloused Fist only if they have a
prone target, or if their enemies are too
spread out to easily catch.
Ettins typically fight until death or their
enemies' surrender once combat is joined,
unwilling to recognize when they may be
losing a fight.
Ettin Backbreaker Ettin Wrath Chanter
Large giant, chaotic evil Large giant, chaotic evil

Armor Class 12 (Natural Armor) Armor Class 13 (Natural Armor)


Hit Points 119 (14d10 + 42) Hit Points 142 (15d10 + 60)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) 22 (+6) 9 (-1) 18 (+4) 6 (-2) 13 (+1) 15 (+2)

Skills Athletics +8, Perception +4 Skills Athletics +9, Perception +7, Performance +5
Senses Darkvision 60 ft., Passive Perception 14 Senses Darkvision 60 ft., Passive Perception 17
Languages Ettintongue, Giant, Orc Languages Ettintongue, Giant, Goblin, Orc
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)

Two Heads. The ettin has advantage on Wisdom Two Heads. The ettin has advantage on Wisdom
(Perception) checks and on saving throws against (Perception) checks and on saving throws against
being blinded, charmed, deafened, frightened, being Blinded, Charmed, Deafened, Frightened,
stunned, and knocked unconscious. Stunned, and knocked Unconscious.

Double Actions. The ettin rolls initiative twice, and Double Actions. The ettin rolls initiative twice, and
acts on each of them. acts on each of them.

Actions Actions
Calloused Fist. Melee Weapon Attack: +7 to hit, Bonechopper Hack-Axe. Melee Weapon Attack: +9
reach 5 ft., one target. Hit: 14 (2d8 + 5) to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6)
bludgeoning damage. slashing damage.

A prone creature hit with this attack is Stunned If the ettin's Rage Song is active, this attack scores
until the beginning of its next turn. a critical on a 19-20.
Sweeping Lunge. The ettin spreads its arms and Wicked Club. Melee Weapon Attack: +9 to hit, reach
moves up to its speed, forcing each Medium or 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning
smaller creature in its path to succeed on a DC 15 damage.
Strength saving throw or be grappled (escape DC If the ettin's Rage Song is active, the target is
15). additional pushed up to 10 feet away on a hit.
Death Hug. Each creature grappled by the ettin Rage Song (Concentration). The ettin begins a
must succeed on a DC 15 Constitution saving magical chant, recounting millenia of grievances
throw or take 9 (2d8) bludgeoning damage, or half and evoking uncontrollable rage in all who hear it.
as much on a success.
Attacks made by creatures within 30 feet of the
A creature that fails this saving throw by 5 or more ettin deal an additional die of damage, and have
is released from the grapple, falls prone, and is disadvantage if the attacker doesn't speak Giant,
unable to stand for the next minute. Goblin, or Orc.
Reactions Reactions
Smash Flat. When a creature misses the ettin with a Lash Out. When the ettin succeeds on a saving
melee attack, the ettin can force it to succeed on a throw against a spell or magical effect, it can move
DC 15 Strength saving throw or take 4 (1d8) up to half its speed toward the spell caster or make
bludgeoning damage and be knocked prone. a melee attack against it.
Invoke Fury. When the ettin is targeted with an
attack by a creature affected by its Rage Song, it
can force the attacker to make a DC 13 Wisdom
saving throw.
On a failed save, the creature must choose a
different target or lose the attack. If the creature
fails this saving throw by 5 or more, the ettin
chooses the new target.
Ettin Vessel Twin Actions
Large fiend/giant, chaotic evil
Thick-Fingered Grasp. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
Armor Class 14 (Natural Armor)
damage and the target is grappled (escape DC 18).
Hit Points 220 (21d10 + 105)
Speed 20 ft. Soulfouled Runebrick. Melee Weapon Attack: +10 to hit,
range 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning
plus 11 (2d10) psychic damage and the target is
STR DEX CON INT WIS CHA pushed up to 5 feet away.
22 (+6) 8 (-1) 20 (+5) 12 (+1) 14 (+2) 18 (+4) Curse of Cracking Bones. One creature grappled by the
ettin must succeed on a DC 16 Charisma saving throw
Saving Throws CON +9, WIS +6, CHA +8 or be Cursed until it fails a death saving throw.
Skills Athletics +14, Perception +10, Religion +5
Senses Darkvision 60 ft., Passive Perception 20 While Cursed in this way, a creature has vulnerability to
Languages Abyssal, Ettintongue, Giant, Goblin, Orc bludgeoning damage.
Challenge 9 (5,000 XP)
Reactions
Two Heads. The ettin has advantage on Wisdom Hatesick Bond (1st Level Spell). When a creature targets
(Perception) checks and on saving throws against the ettin with a ranged attack, the ettin can deal 7
being Blinded, Charmed, Deafened, Frightened, (2d6) poison damage to it.
Stunned, and knocked Unconscious.
If the attack hits, the ettin takes an equal amount of
Double Actions. The ettin rolls initiative twice, and acts poison damage.
on each of them. Vessel Unsealed (Concentration, 1/Day). When the ettin
Demon-Packed Vessel. The ettin counts as Possessed is reduced below 111 hit points, evil flames begin to
for the purposes of spells and magical effects. If an spill from its eyes and mouth as the demons trapped
effect would end this condition, the ettin instead dies within the ettin try to claw their way out.
and explodes in a shower of gore. At the beginning of each of its turns, the ettin takes 5
Each creature within 15 feet of it must succeed on a (1d10) fire damage, then can use its action to summon
DC 16 Constitution saving throw or take 22 (4d10) a Manes Vilespawn to an unoccupied space it can see
force damage, or half as much on a success. within 15 feet.
Art Credits You Found the Free Books!
Ettin by Kieran Yanner
Power of Persuasion by Brian Valeza
Bisk, Goblin King by Rae Elderidge

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