Ettin
Challenge Rating: 6
Size: Large
Type: Giant
Initiative: +3
Defense
Hit Points: 65 hp (10HD)
Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Saves: Fort +9 Ref +2 Will +5
Offense
Speed: 40’
Base Attack: +7
Melee: 2 morningstars +12/+7 melee (2d6+6)
Ranged: 2 javelins +5 ranged (1d8+6)
Special Attacks: –
Sanity Effects: —
Statistics
Abilities: STR 23, DEX8, CON 15, INT 6, WIS 10, CHA 11
Skills: Acrobatics -2, Athletics +9, Awareness +5, Endurance +2, Knowledge -4, Persuasion +0, Spellcraft +0, Survival +0, Thievery -1
Talents: Alertness, Improved initiative, iron will, Power Attack
Special Qualities: Low light vision, Superior two-weapon fighting
Ecology
Environment: Cold Hills
Organization: Solitary, gang (2-4), troupe (1-2)
Treasure: Standard
Superior Two-Weapon Fighting
An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Power Attack
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.