Zombie (Ettin)

In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.

These zombie ettin have been reanimated by ettin priests. They like “ettin’ brains,” but don’t find that the least bit funny.

Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60′, superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: –
Level Adjustment: +5

As undead, these ettins have the following features:
– No constitution; uses charisma for constitution checks
– Darkvision to 60′
– Immunity to all mind-affecting effects
– Immunity to poison, sleep, paralysis, stunning, disease, death effects
– Not subject to critical hits, non-lethal damage
– Cannot heal damage on its own
– Immunity to all effects that require a Fortitude save
– Do not breathe, eat, or sleep

Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.

Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.

Combat

Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.

Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.

Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.

Skills

An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

Image by Joe Calkins.


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