Ettin Elder

Icon of a push pin. monster, 5e OGL

Occasionally, an ettin will survive to a great age, and its heads will come to an uncomfortable final alliance. Their objective is to die, and they will rampage until a defense can be mounted against them. Such a creature is a terror to remote settlements, and even fortified castles have much to fear.

In some rare cases, a fallen ettin elder will sink into the earth. The blood it shares with stone giants causes them to petrify, leaving behind odd, head-shaped boulders sticking up from the earth. Later peoples may remember these stones as holy places and leave offerings to the memories of these long-forgotten monsters.

Ettin Elder

Huge giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 40 ft.

Str Dex Con Int Wis Cha
24 (+7) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +12, Con +9 Senses darkvision 60ft., passive Perception 15 Languages Giant, Orc Challenge 15 (13,000 XP)

Siege. The ettin elder’s attacks deal double damage to objects and structures.

Speed of Thought. Each of the ettin elder’s heads has full control of its body and takes its own full turn. One head acts on the ettin elder’s initiative, and the other acts on that initiative - 10.

Two Heads. The ettin elder has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Any effect that causes one of these conditions must target each of the ettin elder’s head individually.

Wakeful. When one of the ettin elder’s heads is asleep, its other head is awake.


Multiattack. The ettin elder makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. The target must make a DC 20 Strength saving throw or be pushed 10 feet and knocked prone.

Legendary Actions

Each of the ettin elder’s heads can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Each head regains spent legendary actions at the start of its turn.

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