Zombie Ettin

Large Undead — CR 6

Realmshelps (RH)Updated 3.5

Zombie Ettin is a D&D 3.5 monster from RH. CR 6, HD 20d12+3 (133 hp).

Hit Dice
20d12+3 (133 hp)
Initiative
-2
Speed
40 ft, 40 ft.
Armor Class
17, touch 7, flat-footed 17
Base Attack / Grapple
+10/+10
Attack
Slam +16 melee or greatclub +16 melee Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin. Full Attack: Slam +16 melee or greatclub +16 melee Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
STR
25
DEX
6
WIS
10
CHA
1
Fort / Ref / Will
+6 / +4 / +12
Challenge Rating
6
Alignment
Always neutral evil

Special Abilities

DR 5/slashing-

Zombie Ettin* (CR 6)

Large Undead
Alignment: Always neutral evil
Initiative: -2 (Dex)

AC: 17 (-1 Size, -2 Dex, +7 natural, +3 hide), touch 7, flat-footed 17
Hit Dice: 20d12+3 (133 hp); DR: 5/slashing
Fort +6, Ref +4, Will +12 Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +10
Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Full Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Damage: Slam 1d8+10 or greatclub 1d10+10
Special Attacks/Actions: - Abilities: Str 25, Dex 6, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead traits, partial actions only,
Feats: Toughness
Skills: -
Advancement: - Climate/Terrain: Any land and underground
Organization: Any
Treasure/Possessions: None

Description

Zombie Ettin* (CR 6)

Large Undead
Alignment: Always neutral evil
Initiative: -2 (Dex)

AC: 17 (-1 Size, -2 Dex, +7 natural, +3 hide), touch 7, flat-footed 17
Hit Dice: 20d12+3 (133 hp); DR: 5/slashing
Fort +6, Ref +4, Will +12 Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +10
Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Full Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Damage: Slam 1d8+10 or greatclub 1d10+10
Special Attacks/Actions: - Abilities: Str 25, Dex 6, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead traits, partial actions only,
Feats: Toughness
Skills: -
Advancement: - Climate/Terrain: Any land and underground
Organization: Any
Treasure/Possessions: None

Combat

Zombie Ettin* (CR 6)

Large Undead
Alignment: Always neutral evil
Initiative: -2 (Dex)

AC: 17 (-1 Size, -2 Dex, +7 natural, +3 hide), touch 7, flat-footed 17
Hit Dice: 20d12+3 (133 hp); DR: 5/slashing
Fort +6, Ref +4, Will +12 Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +10
Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Full Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Damage: Slam 1d8+10 or greatclub 1d10+10
Special Attacks/Actions: - Abilities: Str 25, Dex 6, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead traits, partial actions only,
Feats: Toughness
Skills: -
Advancement: - Climate/Terrain: Any land and underground
Organization: Any
Treasure/Possessions: None