Red Ettin Giant
Huge giant, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 50 ft.
STR 22 (+6) · DEX 12 (+1) · CON 20 (+5) · INT 14 (+2) · WIS 16 (+3) · CHA 14 (+2)
Skills Insight +6, Intimidation +5, Perception +6
Gear Heavy Wooden Mallet, Bright Silver Wand
Senses Darkvision 120 ft., passive Perception 16
Languages Common, Giant, Sylvan
Challenge 8 (3,900 XP)
Traits
Three Heads. The Red Ettin has Advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.
Keen Smell. The Red Ettin has Advantage on Wisdom (Perception) checks that rely on smell.
Riddle of Fate. The Ettin’s magical protections and physical toughness are bound to the ancient laws of its riddle game. As a Bonus Action on its turn, a hostile creature within 60 feet can shout the answer to one of the Ettin's three riddles (requiring a successful DC 16 Intelligence (History) or Wisdom (Insight) check to deduce). If three successful checks are made against the Ettin during the encounter, the Ettin permanently loses its Resistances, Spellcasting, and Stone Curse action.
Actions
Multiattack. The Red Ettin makes three attacks: two with its Heavy Wooden Mallet and one with its Devouring Bite. It can replace one attack with a Thrown Rock or Spellcasting.
Heavy Wooden Mallet. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is pushed 5 feet away and knocked Prone.
Devouring Bite. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Thrown Rock. Ranged Attack: +9 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Stone Curse (Recharge 5–6). The Ettin strikes the ground with its mallet, projecting its dark magic in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is Paralyzed until the end of its next turn as its flesh briefly turns to solid stone. On a successful save, the creature takes half as much damage and is not Paralyzed. (Note: If a creature is reduced to 0 Hit Points by this damage, they are permanently petrified).
Spellcasting.
At Will: Command (1-round duration only; PHB, p. 251), Thaumaturgy (PHB, p. 333)
2/Day Each: Dispel Magic (PHB, p. 264), Shatter (PHB, p. 316)
Bonus Actions
Giant's Stride. The Red Ettin moves up to half its speed. This movement does not provoke opportunity attacks.
Lore
A three-headed giant of Scottish lore who guards his castle with a deadly game of riddles, petrifying those who fail his tests.
The monster called the Red Ettin takes its name from the Old English word eoten, meaning “giant,” “monster,” or “enemy.” In British folklore the color red signals malice and bloodshed, much like the murderous goblins known as redcaps.
Physically, the Red Ettin is a massive, muscle-bound giant with three heads—a detail recorded in the tales collected by Joseph Jacobs and Andrew Lang. The extra heads give him panoramic vision, and both his skin and hair are said to be crimson or fiery red. He also has an animal-like sense of smell that lets him track prey in the dark.
From The Fairy Tale Compendium · Fern Flower Press