Zombie Ettin
Large Undead — CR 6
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)
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)
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)
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