KING
Ettin

Ettin

Giant · Crown of Sloth

T3d8Minor

Two-headed brutes, ettins bicker, clubs swinging in discord.

Tier 3  ·  Role Minor  ·  Pool Vigor 6  ·  AC 10  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1010 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind6--
Sense14--
Heart14--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Two Heads

Advantage on Cunning checks and saves against being blinded, charmed, deafened, frightened, or stunned

Passive

Wakeful

One head sleeps while the other watches. Cannot be surprised.

Maneuvers

Maneuver

Multiattack

Make two battleaxe attacks.

Maneuver

Crushing Blow

Both heads coordinate for one massive swing. Make a single battleaxe attack with advantage; on hit, the target makes a Body save (DC 15) or is knocked prone.

Tactics

GM tactics

Each head wants to attack different targets, leading to erratic behavior. Surprisingly effective when both heads agree on a target.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 6 total damage, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.