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.
Monk. Bertandernie is a 3rd level Monk following the Way of Shadow. The mast he wields is treated as a quarterstaff, and his patchwork armor is treated as no armor.
Patchwork Armor. When a melee attack does 10 or more points of damage and the modified attack roll exceeds Bertanderny's armor class by 5, Bertanderny's Armor Class decreases by 1, down to a minimum of 12.
Mast Club. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, or 31 (4d12 + 5) when used two-handed.
Deflect Missiles. Bertandernie can use a reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 1d10 + 3.
If they reduce the damage to 0, they can catch the missile if they have at least one hand free. If they catch a missile in this way, they can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition they just caught, as part of the same reaction. They make this attack with proficiency, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
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