Spellwarped Ettin* (CR 7)
Large Aberration (Augmented Giant)
Alignment: Usually chaotic evil
Initiative: +4; Senses: darkvision 60 ft., Listen +13, and Spot +13
Languages: Common and Giant
AC: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21
Hit Dice: 10d8+40 (85 hp)
Fort +11, Ref +3, Will +5
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +19
Attack: Morningstar +14 melee or javelin +6 ranged
Full Attack: 2 morningstars +14/+9 melee or 2 javelins +6 ranged
Damage: Morningstar 2d6+8, javelin 1d8+8
Special Attacks/Actions: -
Abilities: Str 27, Dex 10, Con 19, Int 10, Wis 10, Cha 11
Special Qualities: spell absorption, SR 21, superior two-weapon fighting
Feats: Alertness; Improved Initiative; Iron Will; Power Attack
Skills: Listen +13, Search +6, and Spot +13
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)
Treasure/Possessions: Standard
Source:
Monster Manual III
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped ettin's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell effect is resolved.
Might: The spellwarped ettin gains a +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped ettin gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped ettin gains a +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped ettin gains temporary hit points equal to 5 x the level of the failed spell.
Speed: The spellwarped ettin's base speed increases by a number of feet equal to 5 x the level of the failed spell.
Resistance: The spellwarped ettin gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Superior Two-Weapon Fighting (Ex): A spellwarped ettin fights with a morningstar or a javelin in each hand. Because each of its two heads controls an arm, a spellwarped ettin does not take a penalty on attack rolls or damage rolls for attacking with two weapons.
Skills: A spellwarped ettin's two heads give it a +2 racial bonus on listen, Search, and Spot checks.
Spellwarped ettins are cunning, dangerous fighters. They prefer to ambush their victims rather than charge into a straight fight, but once battle has started, a spellwarped ettin fights furiously until all of its enemies are dead. When possible, a spellwarped ettin closes with spellcasters, attempting to force them to cast spells at it so it can absorb the spell energy.
When it absorbs spell energy, it typically uses the energy to first increase its Constitution, then its Strength, and finally it gains hit points from any other spell energy absorbed. If hard-pressed and fortunate enough to absorb a spell, a spell-warped ettin will use the energy to increase its base speed and then flee.
Augmented Subtype
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.