Game Master companion / Monster
Running Ettin
Two heads argue above a single giant's shoulders. Both watch the same territory, but they need not agree about what to do with visitors.
Prepare the scene
One head tells you to leave. The other leans closer and asks what you have brought.
Two heads argue above a single giant's shoulders. Both watch the same territory, but they need not agree about what to do with visitors.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Club
Use: Basic attack · Club: Might + supplemental d8 Wound (bludgeoning).
Signature abilities
Effect - Signature: When using a basic attack, can spend Bonus Action + 1 Stamina to reroll its skill die once, keeping the new result. Shove. No second full attack.
Counterplay
Counterplay: Two disagreeing heads can be addressed separately; mental defenses are not doubled.
Relationship
Relationship: Sentient individual; ally, rival or adversary, never livestock.
Present the counterplay
Two disagreeing heads can be addressed separately; mental defenses are not doubled.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Might d8, Agility d8, Intellect d6, Tact d6, Spirit d8.
Skill overrides: Evade d4, Ward d6.
Resolve 18; Stamina 7; Mana 6. Movement 20 feet.
Player Book idea: Two-headed territorial giant.