Ettin Twintongue

Large • Giant • Chaotic Evil

Armor Class 15

Hit Points 161 (17d10 + 68)

Speed 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)8 (-1)18 (+4)9 (-1)12 (+1)18 (+4)

Saving Throws Con +7, Int +2, Wis +4

Skills Perception +4, Investigation +2

Condition Immunities blinded, charmed, deafened, frightened, stunned, unconscious

Senses passive Perception 14

Languages Common, Giant

CR 8 (XP 3,900, PB +3)

A two-headed giant with pale skin, crude clothing, and skull decorations holding a staff.

Dual Mind. The ettin can concentrate on two spells simultaneously. When it does so, it must roll saving throws to maintain concentration for each spell separately.

Twin Reaction. The ettin can take two reactions per round.

ACTIONS

Multiattack. The ettin makes two Acid Strike attacks. It can replace each of these attacks with a use of Spellcasting.

Acid Burst. Melee or Ranged Spell Attack: +7, reach 5 ft or range 120 ft. Hit: 26 (4d12) acid damage.

Spellcasting. The ettin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit):

At will: minor illusion, thaumaturgy

2/day: blur, confusion, fear, hold person, ray of enfeeblement, slow

BONUS ACTIONS

Sticksmoke. Dexterity Saving Throw: DC 15, one creature the ettin can see within 60 feet of it. Failure: The target exudes heavily obscuring smoke in a 5-foot emanation originating from the target until the start of the ettin’s next turn.

REACTIONS

First Protective Magic (Recharge 5-6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

Second Protective Magic (Recharge 5-6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

Ettin Twintongue

Large • Giant • Chaotic Evil

Armor Class 14

Hit Points 110 (13d10 + 39)

Speed 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)8 (-1)16 (+3)9 (-1)12 (+1)16 (+3)

Saving Throws Con +6, Int +2, Wis +4

Skills Perception +4, Investigation +2

Condition Immunities blinded, charmed, deafened, frightened, stunned, unconscious

Senses passive Perception 14

Languages Common, Giant

CR 5 (XP 1,800, PB +3)

A two-headed giant with pale skin, crude clothing, and skull decorations holding a staff.

Dual Mind. The ettin can concentrate on two spells simultaneously. When it does so, it must roll saving throws to maintain concentration for each spell separately.

Twin Reaction. The ettin can take two reactions per round.

ACTIONS

Multiattack. The ettin makes two Acid Strike attacks. It can replace each of these attacks with a use of Spellcasting.

Acid Burst. Melee or Ranged Spell Attack: +6, reach 5 ft or range 120 ft. Hit: 19 (3d12) acid damage.

Spellcasting. The ettin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to hit):

At will: minor illusion, thaumaturgy

2/day: blur, confusion, fear, hold person, ray of enfeeblement, slow

BONUS ACTIONS

Sticksmoke. Dexterity Saving Throw: DC 14, one creature the ettin can see within 30 feet of it. Failure: The target exudes heavily obscuring smoke in a 5-foot emanation originating from the target until the start of the ettin’s next turn.

REACTIONS

First Protective Magic (Recharge 6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

Second Protective Magic (Recharge 6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

Ettin Twintongue

Large • Giant • Chaotic Evil

Armor Class 16

Hit Points 210 (20d10 + 100)

Speed 40 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
21 (+5)8 (-1)20 (+5)9 (-1)12 (+1)20 (+5)

Saving Throws Con +9, Int +3, Wis +5

Skills Perception +5, Investigation +3

Condition Immunities blinded, charmed, deafened, frightened, stunned, unconscious

Senses passive Perception 15

Languages Common, Giant

CR 11 (XP 7,200, PB +4)

A two-headed giant with pale skin, crude clothing, and skull decorations holding a staff.

Dual Mind. The ettin can concentrate on two spells simultaneously. When it does so, it must roll saving throws to maintain concentration for each spell separately.

Twin Reaction. The ettin can take two reactions per round.

ACTIONS

Multiattack. The ettin makes two Acid Strike attacks. It can replace each of these attacks with a use of Spellcasting.

Acid Burst. Melee or Ranged Spell Attack: +9, reach 5 ft or range 120 ft. Hit: 36 (8d8) acid damage.

Spellcasting. The ettin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to hit):

At will: minor illusion, thaumaturgy

2/day: blur, confusion, fear, hold monster, ray of enfeeblement, slow

BONUS ACTIONS

Sticksmoke. Dexterity Saving Throw: DC 17, one creature the ettin can see within 60 feet of it. Failure: The target exudes heavily obscuring smoke in a 5-foot emanation originating from the target until the start of the ettin’s next turn.

REACTIONS

First Protective Magic (Recharge 5-6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

Second Protective Magic (Recharge 5-6). The ettin casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. It can only benefit from one shield spell at a time.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.