Dungeons and Dragons Ettin 3.5 PBP RPG

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Ettin

Ettin

Large Giant

Hit Dice:

10d8+20 (65 hp)

Initiative:

+3

Speed:

30 ft. in hide armor (6 squares); base speed 40 ft.

Armor Class:

18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

Base Attack/Grapple:

+7/+17

Attack:

Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6)

Full Attack:

2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6)

Space/Reach:

10 ft./10 ft.

Special Attacks:

-

Special Qualities:

Low-light vision, superior two-weapon fighting

Saves:

Fort +9, Ref +2, Will +5

Abilities:

Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11

Skills:

Listen +10, Search +1, Spot +10

Feats:

Alertness, Improved Initiative, Iron Will, Power Attack

Environment:

Cold hills

Organization:

Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)

Challenge Rating:

6

Treasure:

Standard

Alignment:

Usually chaotic evil

Advancement:

By character class

Level Adjustment:

+5

Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night.

An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.

Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.

Combat

Though ettins aren't very intelligent, they are cunning fighters.

They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.

Superior Two-Weapon Fighting (Ex): 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.

Skills: An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.


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Latest RPG Post

"First stop - somewhere to sell this old spell book!"
Lawrance looks for and finds a place that is willing to purchase one of the 'acquired' spell books, haggling happily with the vendor.
Afterwards, he heads to find a Dwarven craftsmith, able to commission a chest of considerable value, wanting to place a deposit on the work.
Specific Action: not sure what to roll for bargaining - Arcana (+7) for knowing the value? Perception (+4) against deception? Just rolling - add what is needed.
Edit: Insight is +1, so I rolled a 10.

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