Ettin Plunderer

Family: Ettin

Large ravager (devastation), chaotic evil or unaligned

Armor Class 14 (natural armor)
Hit Points 127 (15d10 + 45); Wound Threshold 32
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 8 (-1)

Saving Throws Con +6, Wis +3
Skills Nature +3, Perception* +6, Stealth* +8, Survival +3
Senses darkvision 60 ft., passive Perception 16
Languages Phantasm and any one language
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Harry. When the ettin plunderer attacks a target it has already attacked since the start of its turn, it has advantage on its attack roll.
  • Corrosive Fluids. After dealing a Wound or a critical hit to the ettin plunderer, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and the target must succeed a DC 18 Constitution saving throw, or be stunned until the end of its next turn.
  • Magic Resistance. The ettin destroyer has advantage on saving throws against spells and other magical effects.
  • Multiple Heads. The ettin destroyer has two heads. While it has two heads, the ettin plunderer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful. When one of the ettin destroyer’s heads is asleep, its other head is awake.

ACTIONS

  • Multiattack. The ettin destroyer makes three battleaxe attacks.
  • Battleaxe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage; while raging: 19 (2d8 + 10) slashing damage.

BONUS ACTIONS

  • Rage (Recharges after a Short or Long Rest). The ettin destroyer enters a warrior trance. For one minute, it gains a +4 bonus to the damage rolls of its melee weapon attacks and resistance to bludgeoning, piercing, and slashing (including magical) damage. It can end this effect as a bonus action.

REACTIONS

  • Parry. The ettin destroyer adds 4 to its AC against one melee attack that would hit it. To do so, the ettin destroyer must see the attacker and be wielding a melee weapon which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor).
  • Multiple Heads. The ettin plunderer has two heads. While it has two heads, the ettin plunderer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful. When one of the ettin plunderer’s heads is asleep, its other head is awake.

ACTIONS

  • Multiattack. The ettin plunderer makes three weapon attacks.
  • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

ABOUT

Being two-headed giants, ettins are misshapen creatures who, sometimes, can still garble in a language they once knew. Without a doubt, their monstrous appearance is linked to the corrupting influence of Canker.

According to a well-known Drakenbergen legend, the giant warrior Qunokân was a heroine of the Dawn War. Alone, she covered a desperate retreat before being overwhelmed. Unfortunately, her body still had a breath of life in it: this allowed Canker to create a twin chimera, which became the first ettin. Afterward, many other ettins were created.

Today, a Cankerous nest can create ettins without the need for a digestiwomb, for these shapes are inscribed in the flesh library of possible ravager shapes. The ettin is no longer an isolated experiment but rather the long-tested model of a combatant whose efficiency has been approved.

Therefore, it is quite possible that other satisfactory twin chimeras will one day become common devastating ravagers.

An Unstable Personality

If you use this option, an ettin has an unstable personality. Its actions are unpredictable, especially if it does not receive direct orders from Canker. It can be aggressive or just a friendly monster. Unfortunately, its mood is just as unstable and can change dramatically overnight. And even when in a civilized mood, ettins remain quite mad, which can lead to frightening behaviors even if they are favorable toward adventurers or common people.

Each head of the ettin suffers from an indefinite madness.

Effects: Indefinite Madness). They deeply influence its behavior. When one head is sleeping or dozing, only the waking head’s madness manifests. Sometimes, the heads can have antagonistic madness, resulting in a way of life that alternates between one extreme phase and the other.

Changing the Dominant Personality

The body is only led by one head at a time, even if it upsets the other head, which is conscious at the time. If you use this option, it is possible to induce a change of the dominant personality by using the Incite action (see Adventurers, Combat, Actions in Combat: Incite).

Choose a suitable incitement. The incitement must reinforce the personality that is currently dominated. For example, if the dominated personality is angry, you might want to provoke it through sarcastic Deception. Conversely, if it is cowardly, frightening it through Intimidation might encourage it to regain the upper hand so it can run away. Finally, when facing a peaceful or benevolent second personality, Persuasion or Deception (depending on the case) could be appropriate.

Bolster the dominated. At each incitement, the ettin makes a saving throw, DC 8 + inciter’s Charisma modifier + proficiency bonus if it is proficient in the skill used. On a failure, the ettin has disadvantage on all rolls tied to actions that oppose the currently dominated personality.

Steady the hold of the chosen personality. After three consecutive and successful incitements, the ettin’s second personality takes over for 24 hours, for better or worse.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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