---
title: "Ettin"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.l7vXVjjqnME5Rty0" 
tags:
  - pf2e/creature/type/chaotic
  - pf2e/creature/type/evil
  - pf2e/creature/type/giant
  - pf2e/creature/type/humanoid
  - pf2eMonster
  - pf2e/creature/level/6
statblock: inline
name: "Ettin"
level: 6
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary"
name: "Ettin"
level: "Creature 6"

alignment: ""
size: "Large"
trait_01: [[chaotic]]
trait_02: [[evil]]
trait_03: [[giant]]
trait_04: [[humanoid]]
modifier: 16
perception:
  - name: "Perception"
    desc: "+16; Low-Light Vision"
languages: "Goblin, Jotun, Orcish; (pidgin of the three languages)"
skills:
  - name: "Skills"
    desc: "Athletics: +16, Intimidation: +10"
abilityMods: [6, -1, 4, -2, 2, 0]
speed: 35 feet
sourcebook: "_Pathfinder Bestiary_"
ac: 21
armorclass:
  - name: AC
    desc: "21; __Fort__ +16, __Ref__ +11, __Will__ +12"
hp: 110
health:
  - name: ""
  - name: HP
    desc: "110"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "2x [[Equipment/Flail|Flail]]"
  - name: "Independent Brains"
    desc: "  Each of an ettin's heads rolls its own initiative and has its own turn. Neither head can [[Actions/Delay|Delay]]. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both can move the legs. Any ability that would sever an ettin's head (such as the _[[Equipment/Vorpal|Vorpal]]_ weapon property) doesn't cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin's heads."

abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
    desc: "`pf2:r`  **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Flail"
    desc: "+16 (disarm, reach 10 feet, sweep, trip)\n__Damage__  2d6 + 10 bludgeoning"

  - name: "**Melee** `pf2:1` Fist"
    desc: "+16 (agile, reach 10 feet)\n__Damage__  1d6 + 10 bludgeoning"
 
```

```encounter-table
name: Ettin
creatures:
  - 1: Ettin
```



Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that.

The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins' notorious vigilance. In this way, two heads are better than one-ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin's two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn't dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self.

Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings-although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive.
