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.
Magic Resistance. The ettin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (psionics). The ettins innate spellcasting ability is intelligence (spellcasting save DC 17). It can innately cast the following spells, requiring no components.
At Will: Detect Thoughts, Levitate
1/day Each: Dominate Monster, Plane Shift
Multiattack. The Ettin makes 3 tentacle attacks, uses Extract Brain or Mind Blast.
Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d10 + 6) psychic damage. If the target is huge or smaller, it is grappled (escape DC 18) And must succeed on a DC 18 intelligence saving throw or be stunned until the grapple ends. If the target is smaller than huge the creature has disadvantage on the roll
Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. One incapacitated creature grappled by the ettin Hit: (12d10) piercing damage. If this damage reduced a target to 0 hit points, the ettin kills the target by extracting and devouring its brain.
Mind Blast. (Recharge 4-6) The Ettin magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 intelligence saving throw or take (6d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat this saving throw at the end of each of its turns.
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