Giant, Ettin Dearg

Family: Giant

Large giant, lawful evil

Armor Class 14 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 19 (+4) 12 (+1) 10 (+0) 6 (-2)

Skills Arcana +4, Insight +3, Perception +9
Senses passive Perception 19
Languages Common, Giant
Proficiency Bonus +3
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Inscrutable. The ettin dearg is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the ettin dearg’s intentions or sincerity have disadvantage.
  • Keen Smell. The ettin dearg has advantage on Wisdom (Perception) checks that rely on smell.
  • Multi-Headed. The ettin dearg has three heads. It has advantage on Wisdom (Perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Each head has its own hit points, and the ettin dearg can act independently with each head during its turn.
  • Wakeful. When one of the ettin dearg’s heads are asleep, its other heads are awake.

ACTIONS

  • Multiattack. The ettin dearg makes two attacks with its silver mace.
  • Silver Mace. Melee Weapon Attack. +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
  • Rock. Melee or Ranged Weapon Attack. +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
  • Riddle (Recharge 6). The ettin dearg poses a riddle to a creature within 60 feet that can understand ettin dearg. The target must succeed on a DC 12 Intelligence saving throw or be incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

ABOUT

This three-headed ettin dearg stands at a towering height of over 15 feet. Its reddish skin, mottled with patches of scarlet and dark crimson, hints at the fiery temperament that lies within. Adorned in makeshift armor, the ettin dearg wields a gleaming silver mace with an air of sadistic delight.

The ettin dearg is a devious giant that dwells in secluded regions, such as deep forests, forbidding mountains, or desolate moorlands. With its three heads, each possessing its own twisted personality, the ettin dearg is known for its ability to pose riddles and torment its prey with cunning traps and puzzles.

Unlike its lesser kin, the ettin dearg possesses an increased level of intelligence and can engage in complex strategies and plans. It often lies in wait for unsuspecting adventurers or wanderers, setting up elaborate traps and obstacles to challenge their wits. Once its prey is ensnared, the ettin dearg revels in tormenting them, offering riddles that must be solved to avoid its wrath.

Ettin deargs typically ask three riddles, one from each head. Samples include:

  • Riddle: “What’s the thing without an end?” Answer: Bowl.
  • Riddle: “The smaller the more dangerous; what’s that?” Answer: Bridge.
  • Riddle: “When does the dead carry the living, riddle me that?” Answer: When a ship sails on the sea with men inside her.

In addition to its cunning nature, the ettin dearg wields a mighty stone mace that possesses the power to turn victims to stone. With this deadly weapon, it can incapacitate foes and add them to its macabre collection of petrified trophies.

As a hunter, the ettin dearg prefers to toy with its prey before delivering the final blow. It derives perverse pleasure from the mental anguish of its victims, relishing in their desperation and fear. Once its prey is broken and defeated, the ettin dearg feasts upon the remains with sadistic delight.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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