KING
Ogre Ettin

Ogre Ettin

Giant · Crown of Wrath

T3d8Major

Bickering dual-minds, ogre ettins argue mid-swing, clubs from both heads.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 10  ·  ATK +4  ·  Save DC 15  ·  Dmg d8

AC107 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+4d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit18+Cunning 14
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense16+3d6
Heart14+2d4
Cunning14+2d4
Fate12+1d3

Passives

Passive

Two Heads

Advantage on saves against being blinded, charmed, frightened, or stunned. One head is always awake, so it is never surprised.

Passive

Bickering

The heads argue constantly. A clever taunt or trick that sets them shouting at each other can cost the ettin its next maneuver.

Maneuvers

Maneuver

Coordinated Smash

Both heads swing at one target: Body save or it takes 3 damage and is stunned for 1 round; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Heads argue constantly but fight together. One head is usually smarter (slightly). Never sleeps fully.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.