Ettin
Large Giant, chaotic evil
1,100 XP
Special Abilities
Two Heads
The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful
When one of the ettin's heads is asleep, its other head is awake.
Actions
Multiattack
The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Quick Reference
Running This Encounter
An Ettin is a two-headed giant that should be used to challenge parties through its dual nature and brutal melee attacks. Position it in terrain with enough space for its large frame, and use its two heads to represent independent aggression. Its relatively low AC means the party will land hits frequently, but its high HP pool ensures the fight lasts several rounds. Consider giving it allies or environmental hazards to increase complexity, as a solo Ettin may feel straightforward for experienced players.
Combat Tactics
The Ettin uses its two greataxes to make multiple attacks, targeting the party's lowest AC or most dangerous spellcasters. It prefers direct combat and will charge into melee, using its reach to control the battlefield. When bloodied, it may attempt to grapple weaker party members or focus fire on healing sources.
Environment & Setting
Ettins thrive in rocky highlands, mountainous caves, or hilly badlands where their size is an advantage. Place scattered boulders or elevation changes to create dynamic terrain while maintaining open space for the giant to move and attack effectively.