Encounters: Goblin Marches - Open Plains (Night)
Ettin (CR 6)
Alignment: Usually chaotic evil
Initiative: +3 (-1 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +10, and Spot +10
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +2, Will +3
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Morningstar +12 melee or javelin +5 ranged
Full Attack: 2 morningstars +12 melee; or 2 javelins +5 ranged
Damage: Morningstar 2d6+6; javelin 1d8+6
Special Attacks: -
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Special Qualities: Superior two-weapon fighting
Feats: Alertness; Improved Initiative; Iron Will; Power Attack
Skills: Listen +10, Search +1, and Spot +10
Advancement: By character class
Climate/Terrain: 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)
Source: Monster Manual
Superior Two-Weapon Fighting (Ex): An ettin fights with a club or spear in each hand. Because each of its two heads controls an arm, the ettin does not suffer an attack or damage penalty for attacking with two weapons.
Skills: An ettin's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.
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.