ability_mods: cha_mod: 0 con_mod: 4 dex_mod: -1 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 21 ac_special: null automatic_abilities: - description: Each of an ettin's heads rolls its own initiative and has its own turn. Neither head can 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 *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. name: Independent Brains traits: null description: Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that. divine_spells: null hp: 110 immunities: null innate_spells: null items: - flail (2) languages: - Goblin - Jotun - Orcish level: 6 melee: - action_cost: One Action damage: formula: 2d6+10 type: bludgeoning name: flail to_hit: 16 traits: - disarm - reach 10 feet - sweep - trip - action_cost: One Action damage: formula: 1d6+10 type: bludgeoning name: fist to_hit: 16 traits: - agile - reach 10 feet name: Ettin perception: 16 proactive_abilities: [] ranged: null resistances: null saves: fort: 16 ref: 11 will: 12 saves_special: fort: null ref: null will: null senses: - low-light vision skills: Athletics: 16 Intimidation: 10 skills_special: null speed: - amount: 35 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Giant - Humanoid type: Creature