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AC 12 (natural armor)

HP 85 (10d10 + 30; bloodied 42)

Speed 40 ft.

Proficiency +2; Maneuver DC 15

Saving Throws Str +7, Con +5

Skills Perception +2 (+1d4)

Senses darkvision 60 ft., passive Perception 12 (17 with Two Heads)

Languages Common, Giant, Orc

Reactive Heads. The ettin can take two reactions each round, but not more than one per turn.

Two Heads. While both heads are awake, the ettin has advantage on Perception checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious , and it can’t be flanked.

Wakeful. When one of the ettin’s heads is asleep , the other is awake.


Multiattack. The ettin makes a battleaxe attack and a club attack.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature and the ettin is bloodied , the target makes a DC 15 Strength check and is knocked prone on a failure.

Rock. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Axe Whirl (1/Day). The ettin makes a battleaxe attack against each creature within 10 feet.


The ettin makes no effort to coordinate its attacks against the same opponent. The ettin uses Axe Whirl if it can target three or more creatures. Ettins rarely retreat.

Ettin Names

Bish-Bash, Elim-Kadarth, Grog-Thog, Losh-Barath, Vak-Rith, Zim-Zara

Legends and Lore

With a History or Nature check, characters can learn the following:

DC 10 Ettins are two-headed giants. Each of the ettin’s heads has a distinct personality.

DC 15 An ettin’s two heads ensure it is always on alert.


At 12 feet tall and weighing over 1,000 pounds, ettins are humanoid in shape but have limbs as thick as tree trunks. What stands out most about ettins, though, are their two heads. 

One Body, Two Minds. An ettin’s two heads each control one half of its body and are forced to work together throughout their lives. Each head has a distinct mind and personality. Like siblings, an ettin's other head is its first friend and first competitor. When not focused on a pressing task, ettins are fond of conversing with themselves. A perceptive adventurer can often learn an ettin’s secrets by eavesdropping on such conversations..

Born from Madness. It is believed that cultists devoted to the Demon Lord of Madness used ogres to create the first ettins. These ogres' minds were magically shattered and split in two, transforming them into agents of discord and destruction. Since then, most ettins have broken free from their masters and established themselves elsewhere, often living alone. Ettins fear the madness of their past, and many harbor a deep distrust for humanoids of any kind.


1 Arguing loudly with itself

2 One head asleep and the other alert (possibly singing a lullaby)

3 One head eating and the other complaining

4 Tending a fire

5 Squabbling over treasure or a prisoner

6 Following the orders of a third smaller, more intelligent head


1 The stench of unwashed bodies

2 A muttered argument

3 A horse’s thigh bone, snapped in two and the marrow sucked out

4 Enormous bare footprints


Ettins favor lonely places such as wild hills and abandoned ruins.

CR 3–4 Ettin

Treasure 200 gp, fine elvish travel garments (25 gp), 2 potions of healing , 1 battleaxe etched with silver trees and the name “Sentinel.” It pulses in the wielder’s hand when within 120 feet of giants

CR 5–10 2 ettins ; ettin with 1d6 + 1 orcs ; ettin with 1 or 2 ogres ; ettin with 1d4 death dogs

Treasure 800 gp, 2,500 sp, headband of intellect (worn by one of the heads?)

Monster Type Description

Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.