Free interactive D&D 5e SRD stat block

Ettin

Large Giant, CR 4, AC 12, 85 HP. Chaotic Evil.

Large Giant, Chaotic Evil

AC
12
Initiative
-1 (9)
HP
85 (10d10+30)
Speed
40 ft.
ScoreModSave
STR 21 +5 +5
DEX 8 -1 -1
CON 17 +3 +3
INT 6 -2 -2
WIS 10 +0 +0
CHA 8 -1 -1
Skills
Perception +4
Immunities
Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
Giant
CR
4 (XP 1,100; PB +2)
Gear
Battleaxe, Morningstar

Actions

Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack.

Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8+5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8+5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.

How to run Ettin

An ettin is two stupid, angry brothers sharing a body and arguing about which of them gets to hit you first. Run it as comedy and threat at once. The heads bicker, point at different party members, claim credit for kills, and turn that energy into 14 average damage from each weapon.

Mechanically the ettin is a Multiattack mook with a twist: one Battleaxe and one Morningstar per round, both at +7 to hit for 14 damage each, with riders. Battleaxe knocks Large or smaller creatures Prone. Morningstar imposes Disadvantage on the target's next attack. Lead with Morningstar on the party's biggest hitter to soften their reply, then Battleaxe whoever has the lowest AC and watch the cleric eat the floor. Pinning two PCs in two different ways per round is the entire fight, and 85 HP at AC 12 means the ettin will be doing it for three or four rounds.

The condition immunity list does the heavy lifting against control. Blinded, Charmed, Deafened, Frightened, Stunned, and Unconscious all bounce off, because the second head wakes the first head up whenever something tries to switch one of them off. The bard's Hold Person fizzles. Banishment via a Wisdom save fizzles. Most fear effects fizzle. Tell the players that in narrative when their spell fails. "The left head's eyes glaze over and the right head slaps it." Make the immunity feel earned.

Ettins are not tactical. They will fight a wolf or a kobold or an adventurer with the same general approach, which is to hit the closest one and then argue about it. If you want a tactical encounter, pair the ettin with someone smarter who points it at things. A hobgoblin captain with one ettin on a leash is far more dangerous than two ettins together.

Have the heads disagree out loud about what to do with prisoners. The party who hears "eat them" answered with "no, ransom them, dummy" remembers that fight forever.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
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