Half-EttinCharles W. Plemons III

Half-Ettin by Scott Purdy Normally solitary and territorial, occasionally ettins produce offspring with other races. Generally these occur due to the influence of powerful evil individuals such as wizards or clerics, but it has been known to happen at other times as well.

Although very rare, half-ettins are extremely dangerous creatures the often rise to positions of power. Ettins are often bred with ogres to produce stocky, powerful guardians with all the alertness of an ettin. Orc tribes often favor those with ettin blood and more than one orc kingdom has been led by a half-ettin dynasty. The most insidious half-ettins are those born of human stock. They appear as human-sized creatures but with the two heads and powerful build of a true ettin. These wicked monstrosities often master sorcery or clerical magic and become a menace to civilized society.

Half-ettins inherit the feature of two intelligent heads from their ettin parent. While not exceptionally bright, these two-headed creatures have a significant advantage over other members of their race. They tend to be quite ugly with very thick hide that turns aside attacking blows. Often savage, half-ettins generally lead bands of normal members of their race with superior strength and ferocity. The average half-ettin is a superb fighter capable of attacking with weapons in each hand with deadly precision.

Unlike most halfbreeds, half-ettins generally enjoy some measure of respect and fear in humanoid societies. Few can defeat the half-ettins in combat and so they become powerful warlords driving their minions into battle before them. Ettin tribes rarely tolerate half-ettins, seeing them as weak and disposable, the occasional half-ettin/half-ogre or half-ettin/half-troll being the rare exception.

CREATING A HALF-ETTIN

"Half-ettin" is a template that can be added to any non-reptilian humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type becomes "giant." Size is ame as base creature if the base creature is Medium or larger. If the base creature is smaller than Medium, the half-ettin grows to Medium in adulthood (adjusting base creature statistics accordingly).

Hit Dice: Same as base creature.

Speed: Same as base creature.

Armor Class: Half-ettin's have +3 natural armor or the character's natural armor, whichever is greater.

Damage: Same as base creature.

Special Attacks: A half-ettin has all the special attacks of the base creature and those listed below.

Superior Two-Weapon Fighting (Ex): A half-ettin fights with a weapon in each hand. Because each of its two heads controls an arm, the half-ettin does not suffer an attack or damage penalty for attacking with two weapons.

Special Qualities: A half-ettin has all the special qualities of the base creature and those listed below, and gains Darkvision with a range of 60 ft.

Skills: A half-ettin's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.

Saves: Same as base creature.

Abilities: Str +6, Dex +0, Con +2, Int -2, Wis +0, Cha +0.

Skills: Same as base creature.

Feats: Same as base creature.


Environment: Same as base creature.

Organization: Same as base creature.

Challenge Rating: Same as base creature +2.

Treasure: Same as base creature.

Alignment: Usually chaotic evil.

Advancement: Same as base creature.

HALF-ETTIN CHARACTERS

Half-ettins often advance in character classes, using their superior abilities to survive longer than most members of their race. The most common half-ettins are barbarians or fighters, but there is a surprising number of half-ettin sorcerers. Half-ettin clerics generally worship giant or humanoid deities or the deities of their race.

SAMPLE HALF-ETTIN

This example uses a medusa as the base creature.

Half-Ettin/Half-Medusa
Medium Giant
Hit Dice: 6d8+12 (39 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Battleaxe +7 melee (1d8+3/x3) or snakes +8 melee (1d4+3 plus poison)
Full Attack: 2 battleaxes +7/+1 melee (1d8+3/x3) and 2 snakes +5 melee (1d4+1 plus poison)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Petrifying gaze, poison, superior two-weapon fighting
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 15
Skills: Bluff +11, Disguise +5, Listen +2, Move Silently +9, Search +2, Spot +12
Feats: Cleave, Power Attack, Weapon Focus (snakes)

Environment: Any land and underground
Organization: Solitary or covey (2-4)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement Range: By character class

The terrifying half-ettin/half-medusa eschews ranged weapons in favor of brutal attacks with twin battleaxes. It may attempt to gaze with each head and the snakes on each head try to bite opponents within reach as well. Half-ettin/half-medusas generally become leaders of medusa coveys and their mixed heritage breeds true; a half-ettin/half-medusa that mates will produce another half-ettin/half-medusa.

COMBAT

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15). The half-ettin/half-medusa can gaze with each head per round.

Poison (Ex): Snakes, Fortitude save (DC 15); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Superior Two-Weapon Fighting (Ex): A half-ettin fights with a weapon in each hand. Because each of its two heads controls an arm, the half-ettin does not suffer an attack or damage penalty for attacking with two weapons.

Skills: A half-ettin's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.




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    Open Game Content: All text within the half-ettin template is designated Open Content.

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    Half-Ettin Template, Copyright 2005, Charles W. Plemons III.