Ettin Marauder
Large natural humanoid (giant)
Level 10 Elite Soldier XP 1000

HP 222; Bloodied 111Initiative +8
AC 26, Fortitude 24, Reflex 20, Will 20Perception+12
Speed 6
Saving Throws +2; Action Points 1

Traits

Double Actions

The ettin makes two initiative checks and takes a full turn on each initiative result. The ettin can take two immediate actions per round but only one between one turn and the next.

Dual Brain

At the end of each of its turns, the ettin automatically ends any dazing, stunning, or charm effect on itself.

Standard Actions

Smash At-Will

Attack: Melee 2 (one creature); +15 vs. AC

Hit: 1d12 + 12 damage, and the ettin can push the target 1 square.

Effect: The ettin marks the target until the end of the ettin’s next turn.

Triggered Actions

Swat At-Will

Trigger: An enemy enters a square where it flanks the ettin.

Attack (Immediate Reaction): Melee 2 (one creature flanking the ettin); +13 vs. Fortitude

Hit: The ettin pushes the target up to 3 squares.

Str 28 (+14)                Dex 12 (+6)                Wis 15 (+7)
Con 23 (+11)                Int 8 (+4)                Cha 9 (+4)

Alignment chaotic evil        Languages Giant

Published in Monster Manual, page(s) 108, Dungeon Magazine 169, page(s) 7, Monster Vault, page(s) 121, Madness at Gardmore Abbey, page(s) 3-5, Dungeon Magazine 218.