Ettin
Ornery Ogre, Large Biological Underling (Tier 1, CR 3)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 1 | Hit Points | 54 HP |
| Initiative | -5 | Speed | 30 ft. |
| Damage (base) | 5 | Damage (mod) | +2 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +4 | +7 | +5 | +0 | +0 | +0 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 8 | Aegis | 0 | Fort | 10 |
| Ref | 7 | Will | 7 | DC | 10 |
Anatomy
Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 10 HP. If destroyed, target has DoT (10, until healed with psionics) Vitals (Secret: DC) (+2): Can be grappled, damaging or grappling this Dazes (1 round or while grappled) them. Inflicts Setback (2, duration of Daze) instead if the attack already Dazes. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round). Tool (tree) (+2): Has 5 HP, required to use certain actions.
Traits
None: What? Not everyone’s special.
Actions
Smack: Major action - Melee weapon attack, one arm, tree, 10 ft. range, single-target, 7 damage. Overhead: Major action - Melee weapon attack, one arm, tree, 10 ft. range, single-target, 5 damage, Prones. Fist: Major action - Melee weapon attack, one arm, 5 ft. range, single-target, 3 damage. Scream: Major action - Ranged weapon attack, 30 ft. radius, all targets, targets Fortitude, 3 damage, Deafens (2 rounds), half damage on miss. Whirlwind: Special - A Smack or Fist with Assail hits all targets within range. Impact: Special - When the Ettin uses Dash, it automatically deals 1 damage to all adjacent targets at the end of its turn.
Tactics
Ettins can Overhead to pin down players if the Ettin has allies, but consider using Impact if dueling a speedy player, given it automatically hits. If multiple targets are within range, use Whirlwind if they’re that close or all targets have high Fortitude, use Scream if they’re more dispersed.
Drops
60 EXP, 30 T1 Grist, 60 BG
Description
Are they stronger because they know how to pick up a tree and use it as a club? Or does the increased intelligence required to grasp such a concept a side-effect of increased muscle strength? Either way, these ogres are taller and sometimes thicker, but universally carry around trees, stop signs, light posts, and other terrible but sometimes funny objects.
Well, funny until it cracks you for half your HP as a Sentinel.
