Flies buzz around this bestial, two-headed giant, and maggots squirm in the folds of its skin.
Mythic Ettin CR 8/MR 3
Speed 40 ft.
Melee 2 flails +13/+13 (2d6+7)
Ranged 2 javelins +5 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (3/day, surge +1d6), powerful charge (flail, 4d6+10), superior two-weapon fighting
Str 25, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Base Atk +7; CMB +15 (+17 overrun); CMD 24
Feats Cleave M, Improved Initiative, Improved Overrun, Iron Will, Power Attack M
Skills Handle Animal +8, Perception +12; Racial Modifiers +4 Perception
Languages Giant, Goblin, and Orc
Anytime a mythic ettin attempts a Will saving throw, it rolls twice and uses the better result.
Environment cold hills
Organization solitary, pair, gang (3–6), troupe (1–2 plus 1–2 brown bears), band (3–6 plus 1–2 brown bears), or colony (3–6 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins)
Treasure standard (studded leather, 2 flails, 4 javelins, other treasure)
A mythic ettin is descended from a sordid lineage of mythic hill giants, mythic stone giants, and at least one mythic orc. Angrier, filthier, and stronger than other ettins, it is a leader of its kind, and is better at keeping a band or colony together for months or years.
Some mythic ettins are strongly related to one of their ancestral races, and have different mythic abilities.
An orc-dominant mythic ettin loses its stench and two brains abilities, but gains blood rage and feral savagery.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.