Greco-Roman Ettin

I am currently running my players through an O5R (D&D 5e hacked to feel and play like OSR) version of Odyssey of the Dragonlords and decided to google up some monsters to see for inspiration and found this (and other) great entries.  I like this version of the ettin and I also like the examples given.  Here is a 5e version of the creature.


This giant has a belt of heads around its waist, more distrubingly, the heads are talking to each other and discussing something. 

GRECO-ROMAN ETTIN
Large giant, chaotic (50% evil, 50% neutral)
AC 12 (natural armor); HP 85 (10d10 + 30)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP); Proficiency Bonus +2

Attach Head. The ettin may attach a head of an enemy it has killed to its body.  While the head is attached the ettin gains access to that heads abilities and gains access to any skills or languages that the head knew.  For example, if the ettin has a head from a magic-user he gains access to that magic-user spells. If he grafts a warrior’s head he gains that creatures hit points (assuming its higher) and any relevant attacks etc.  The attached head of a cleric loses access to spells.  For each head attached the ettin gains +1 to a relevant attribute.  For example, a bard or sorcerer’s head will increase CHA by 1, a magic-user will increase INT by 1 and a cleric WIS etc.  Even if the heads are removed from the ettins belt they will still be enslaved to the gestalt consciousness unless the head is utterly destroyed or the ettin is slain. At the DM’s discretion, each head can provide a relevant action or reaction. Be aware, doing this shifts the balance of power away from the PCs to the Ettin.
Multiple Heads.The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful.When the ettin is asleep at least one head is awake watching.

Actions
Multiattack.The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


So that’s all good and well, but here is an example of an ettin with five heads, Hoss, from the sampler:

HOSS
GRECO-ROMAN ETTIN
Large giant, chaotic evil
AC 12 (natural armor); HP 85 (10d10 + 30)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 7 (-2) 10 (+0) 9 (-1)

Skills Arcana +6, Acrobatics +3, Perception +4, Stealth +3
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Giant, Orc, Goblin, Thieves Cant, Draconic, Abyssal, Infernal
Challenge 4 (1,100 XP); Proficiency Bonus +2

Spellcasting. The ettin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks)*. The ettin has the following wizard spells prepared:

*Remember the original heads statistics are used for calculating these DCs.

Attach Head. The ettin may attach a head of an enemy it has killed to its body.  While the head is attached the ettin gains access to that heads abilities and gains access to any skills or languages that the head knew.  For example, if the ettin has a head from a magic-user he gains access to that magic-users spells. If he grafts a warrior’s head he gains that creatures hit points (assuming its higher) and any relevant attacks etc.  The attached head of a cleric loses access to spells.  For each head attached the ettin gains +1 to a relevant attribute.  For example, a bard or sorcerer’s head will increase CHA by 1, a magic-user will increase INT by 1 and a cleric WIS etc.  Even if the heads are removed from the ettins belt they will still be enslaved to the group consciousness unless the head is utterly destroyed or the ettin is slain.

  1. Stinky the Mage. Provides +1 INT, Proficinceny in Arcana and the ability to cast spells as 9th level wizard (reference monster is the mage).
  2. Farmer Gloran. Provides Common.
  3. Washlady Isolde. Provides +1 CHA.
  4. Piker the Thief. Grants +1 DEX, Proficiency in Acrobatic, sneak attack and the ability to use and apply poisons (reference monster is the assassin).
  5. Mugg the Goblin. Provides +1 DEX, Goblin, Proficiency in Stealth and nimble escape (reference monster is the goblin).

Multiple Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful.When the ettin is asleep at least one head is awake watching.
Sneak Attack. Once per turn, the ettin deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ettin that isn’t incapacitated and the ettin doesn’t have disadvantage on the attack roll.
Nimble Escape. The ettin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar. Hoss may also cast a spell as reaction/legendary action as well as sneak attack.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one..
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.