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CR 6
XP 2,400
CE Large humanoid (giant, psionic)
Init +3; Senses low-light vision; Perception +14

AC 18, touch 8, flat-footed 18; (+2 armor, –1
Dex, +8 natural, –1 size)
hp 65 (10d8+20)
Fort +9, Ref +2, Will +5

Speed 40 ft.
Melee  2 claws of the beast +12 (1d8+6)
Space 10 ft.; Reach 10 ft.

Special Attacks
Psi-like abilities (ML 4th, ranged touch +5)
At Will—claws of the beast (1d8 damage),
dazzle (DC 12), déjà vu (DC 13)
3/day—  concussive blast (DC 14)

Str 23, Dex 8, Con 15, Int 10, Wis 10, Cha 14
Base Atk +7; CMB +14; CMD 23
Feats Cleave, Improved Initiative, Improved
Overrun, Iron Will, Power Attack
Skills Autohypnosis +5, Handle Animal +10,
Perception +14; Racial Modifiers +4 on Perception

SQ dual minds, flash of insight
Languages Giant

Dual Minds (Ex)  A deutettin can take
a single extra standard action each turn, but
one must be a physical action (such as an
attack) and the other must be purely mental
(such as manifesting a power). If it takes a
full-round action (such as a full attack action),
it still gains its extra standard action
of the other type (physical or mental). If a
deutettin is part of a collective, it counts as
two members for purposes of maximum
creatures (though not for any other purpose).

Flash of Insight (Su) Once per day as an immediate
action, a deutettin can peer into an occluded
visual spectrum of possible futures,
gaining insight that allows it to select the
exact result of one die roll before the roll is
made. This effect can alter an action taken
by the deutettin only, and cannot be applied
to the rolls of others.

 their psionically gifted cousins are another
danger altogether. Their two heads divide
the functions of their body in a different
way, one controlling the physical side while
the other keeps an eye on the battlefield and
launches psionic assaults.

The deutettin’s other head has a third eye
on the center of its forehead. This head
allows the creature to use its psionic powers
and is capable of only mental actions. Thus,
unlike an ettin, a deutettin has less physical
coordination, relying instead on its superior
mental powers to augment its brute strength.
Deutettins are considerably more intelligent
than their savage cousins, capable
of complex conversation and even longterm
planning. They often become leaders
of their lesser kin. A band of ettins
led by a deutettin poses a considerable
danger to everything in the surrounding
A deutettin is a dangerous foe, using its
psionic abilities to augment its own considerable
strengths and weaken its foes
through distraction and disorientation.
It can use its powers over
time to dazzle foes and force
them to repeat actions, as well
as simply overwhelm them with
visions of what will come.
Like most ettins, deutettins typically
lead solitary lives, establishing
lairs in secluded rocky caves
and hollows, often surrounded by
traps and snares. They favor areas
with rich crystal deposits, even
though they seldom make use of
these rich resources.
Deutettins are capable of mating
with normal ettins, as well as others
of their kind. Mated couples usually
come together to breed for only
a short time before going off on
their own again. Young ettins
mature quickly, with roughly
half of them gaining the psionic
powers of their parent.