Ettin
Two heads are better than one.Ettins ignore blindness and mind affecting conditions that last 1 turn or less.
ACTIONS: Choose one for each head.
- (H1) Battle Mace.1d10+5 bludgeoning.
- (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
- (H1) Taunt.(Reach: 8) taunt a hero in reach.
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- (H2) Flaming Fist.2d6+3 fire.
- (H2) Flame Dart.(Range: 2-8) 1d10+5 fire.
- (H2) Pyroclasm (1 Use).(Reach: 3) Other creatures within reach take 6d10 fire or half on a DC 15 DEX save.
Made by SanityWithIn for Monster Monday Week 11: Duality.
ACTIONS: Choose one for each head.
- (H1) Battle Mace.1d10+5 bludgeoning.
- (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
- (H1) Taunt.(Reach: 8) taunt a hero in reach.
- ....................................................................
- (H2) Zap.(Range: 2-12) 2d8+8 lightning. On miss. Deals the damage to itself.
- (H2) Heal.(Reach: 4) heal 2d6+5.
- (H2) Mass Heal (1 Use).(Reach: 3) Allies within reach heal 4d6 and 1 negative condition.
Made by SanityWithIn for Monster Monday Week 11: Duality.