Two 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 one of the ettin's heads is asleep, its other head is awake.
Indomitable (2/Day). The Ettin can reroll a saving throw it fails. It must use the new roll.
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its Shield.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Two handed War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) Piercing damage. Two handed war picks deal double damage to buildings.
Shield Up. When the Ettins takes damage and its hit points fall below half, it can spend its reaction to drop its two handed war pick and equip its battleaxe and shield. Equipping the shield increases the Ettins AC to 20.
Description
Ettin armor can only be forged by giants and master smiths, the later requiring several workers to aid them. Therefor, black armor ettins need to be worth the cost. They do so by becoming walking tanks. Often used as siege weapons and line breakers, these Ettins would also make the perfect foot soldier in any giants army. When put into the ranks of a Fire giants army, for instance, armored ettins could help hold the line; allowing the stronger fire giants to focus on offense. Alternatively, if a band of ettins or some ettin big boss can work up the coin, they can buy the armor and train themselves.
For added flair, try equipping one with a light ballista, a variation of the siege weapon from chapter 8 of the Dungeon Master Guide, and give it the fallowing attack. The ballista has the loading property while equipped by a large creature.
Bolt. Ranged Weapon Attack: +4 to hit, range 120/480 ft., one target. Hit: 13 (3d8) piercing damage.
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