CR 6 XP 2,400 CE Large humanoid (giant, psionic) Init +3; Senses low-light vision; Perception +14 DEFENSE 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 OFFENSE 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) STATISTICS 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 SPECIAL ABILITIES 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 area. 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. |