Today’s entry in “monsters that are slightly different in Guild Wars than in the regular Monster Manual” is the ettin. Tomorrow will have a double feature with dryders and minotaurs!
Large giant, Chaotic Evil
Armor Class: 12 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 40 ft.
Saving Throws: STR +9, CON +7
Skills: Perception +4, Survival +4
Senses: Passive Perception 14
Challenge: 4 (1100 XP)
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Endure Pain (Recharges on 6). The ettin makes a DC 15 Constitution save. If he succeeds, he gains temporary hit points equal to his hit point maximum. At the beginning of each of his rounds, he must make another DC 15 Constitution save. If he fails, he takes damage equal to his hit point maximum.
Backbreaker. The ettin makes an attack with its club. If it hits, the target is stunned for one round, skipping their next turn.
Multiattack. The ettin makes two attacks with his club.
Club. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgenoning damage.
Berserker Stance (Recharges on 5 or 6). The ettin makes an attack with its club and may refresh one ability that recharges on a die roll or after a Short Rest.
Small plant, unaligned
Armor Class: 11 (natural armor)
Hit Points: 36 (8d6+8)
Speed: 25 ft.
Senses: Blindsense 10 ft., passive Perception 14
Mending. Spell. The juniper bark casts this spell on one creature within 30 ft. So long as the spell lasts and the creature remains within 30 ft., the target creature heals 8 (1d8+4) health at the start of each round. Mending can only be cast on one creature at a time.
Pacifism (recharges 6). Spell. The juniper bark causes a sense of supernatural calm and pacifism to fall upon one creature within 30 ft. The creature makes a DC 14 Wisdom save at the start of each of their turns. If they fail, they cannot take any action intended to harm another creature. If they succeed, the spell ends. The spell ends automatically if the target takes damage.
Reversal of Fortune. Spell. The juniper bark casts this spell on one creature other than itself within 30 ft. If that creature takes damage before the start of the juniper bark’s next turn, all the damage is instead converted to healing.
Claws. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
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