b'Ettin, Common \n'b'  Family:   Ettin  \n'b'  Large   ravager  (devastation),  chaotic evil or unaligned  \n'b'  Armor Class  12 (natural armor) \n'b' Hit Points  85 (10d10 + 30);  Wound Threshold  22 \n'b' Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  8 (-1)  CON:  17 (+3)  INT:  7 (-2)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception * +4 \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  Phantasm and any one language \n'b' Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrosive Fluids . After dealing a Wound or a critical hit to the ettin, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'  Multiple Heads . The ettin has two heads. While it has two heads, the ettin has advantage on  Wisdom  ( Perception ) checks and on saving throws against being  blinded ,  charmed ,  deafened ,  frightened ,  stunned , and knocked  unconscious . \n'b'  Wakeful . When one of the  ettin\xe2\x80\x99s  heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ettin makes two morningstar attacks. \n'b'  Morningstar .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Being two-headed giants, ettins are misshapen creatures who, sometimes, can still garble in a language they once knew. Without a doubt, their monstrous appearance is linked to the corrupting influence of Canker. \n'b' According to a well-known Drakenbergen legend, the giant warrior Qunok\xc3\xa2n was a heroine of the Dawn War. Alone, she covered a desperate retreat before being overwhelmed. Unfortunately, her body still had a breath of life in it: this allowed Canker to create a twin chimera, which became the first  ettin . Afterward, many other ettins were created. \n'b' Today, a Cankerous nest can create ettins without the need for a digestiwomb, for these shapes are inscribed in the flesh library of possible ravager shapes. The ettin is no longer an isolated experiment but rather the long-tested model of a combatant whose efficiency has been approved. \n'b' Therefore, it is quite possible that other satisfactory twin chimeras will one day become common devastating ravagers. \n'b' An Unstable Personality \n'b' If you use this option, an  ettin  has an unstable personality. Its  actions  are unpredictable, especially if it does not receive direct orders from Canker. It can be aggressive or just a friendly monster. Unfortunately, its mood is just as unstable and can change dramatically overnight. And even when in a civilized mood, ettins remain quite mad, which can lead to frightening behaviors even if they are favorable toward adventurers or common people. \n'b' Each head of the ettin suffers from an indefinite madness. \n'b'  Effects : Indefinite Madness). They deeply influence its behavior. When one head is sleeping or dozing, only the waking head\xe2\x80\x99s madness manifests. Sometimes, the heads can have antagonistic madness, resulting in a way of life that alternates between one extreme phase and the other. \n'b' Changing the Dominant Personality \n'b' The body is only led by one head at a time, even if it upsets the other head, which is conscious at the time. If you use this option, it is possible to induce a change of the dominant personality by using the Incite action (see Adventurers, Combat, Actions in Combat: Incite). \n'b' Choose a suitable incitement. The incitement must reinforce the personality that is currently dominated. For example, if the dominated personality is angry, you might want to provoke it through sarcastic  Deception . Conversely, if it is cowardly, frightening it through  Intimidation  might encourage it to regain the upper hand so it can run away. Finally, when facing a peaceful or benevolent second personality,  Persuasion  or  Deception  (depending on the case) could be appropriate. \n'b'  Bolster the dominated . At each incitement, the ettin makes a saving throw, DC 8 + inciter\xe2\x80\x99s  Charisma  modifier + proficiency bonus if it is proficient in the skill used. On a failure, the ettin has disadvantage on all rolls tied to  actions  that oppose the currently dominated personality. \n'b' Steady the hold of the chosen personality. After three consecutive and successful incitements, the  ettin\xe2\x80\x99s  second personality takes over for 24 hours, for better or worse.'