Fire-Souled Ettin* (CR 7)
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +2, Will +5
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Morningstar +12 melee or javelin +5 ranged
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged
Damage: morningstar 2d6+6, javelin 1d8+6
Special Attacks/Actions: Overwhelming passion
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 15
Special Qualities: Haste, inspiring, superior two-weapon fighting, unshakable
Feats: Alertness; Improved Initiative; Iron Will; Leadership; Power Attack
Skills: Listen +10, Search +1, and Spot +10
Superior Two Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of his two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Overwhelming Passion (Su): Five times per day, the fire-souled ettin can activate this ability as a free action. If its next melee attack or touch attack hits, the target of the attack must make a DC 17 Will save or lose one special attack with a save DC based on Charisma (fire-souled ettin's choice, chosen from abilities it has seen the target use). If the target casts spells as a bard or sorcerer or has several spell-like abilities, overwhelming passion blocks access to a single spell. The creature loses access to this special attack for 2 rounds. Overwhelming passion is a mind-affecting ability.
Haste (Sp): Once per day as a standard action, the fire-souled ettin can haste himself as a 10th level sorcerer.
Inspiring (Su): Each ally within 10 feet of the fire-souled ettin gains a +1 morale bonus on all attack rolls and skill checks, and a +2 morale bonus on saves against charm and fear effects. This ability functions while the fire-souled ettin is conscious, but not if it is unconscious or dead. Inspiring is a mind-affecting ability.
Unshakable (Ex): The fire-souled ettin is immune to all stunning or dazing effects.
Skills: The ettin's two heads give him a +2 racial bonus on Listen, Spot, and Search checks.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.