Hooded Pupil Ettin (CR 7)
Alignment: Usually chaotic evil
Initiative: +3; Senses: low-light vision, Listen +13, and Spot +13
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +4, Will +6
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Morningstar +13 melee or javelin +5 ranged
Full Attack: 2 morningstars +13/+8 melee or 2 javelins +6 ranged
Damage: Morningstar 1d6+8, javelin 1d8+8
Special Attacks/Actions: Clutch of Orcus, drink blood
Abilities: Str 25, Dex 8, Con 15, Int 6, Wis 12, Cha 13
Special Qualities: resistance to cold 5, spider climb, superior two-weapon fighting
Feats: Alertness; Improved Initiative; Iron Will; Lightning Reflexes; Power Attack
Skills: Hide -6, Listen +13, Move Silently -2, Search +1, and Spot +13
Advancement: By character class
Climate/Terrain: Cold hills
Organization: Solitary, pair, gang (3-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
A hooded pupil ettin relishes its heightened abilities in combat, usually beginning any conflict with its clutch of Orcus ability. Once threats are dealt with, it attempts to drink the blood of any smaller enemy it can grapple.
Clutch of Orcus (Sp): Once per day, a hooded pupil can use the spell clutch of Orcus. Caster level 10th. The save DC is Charisma-based.
Drink Blood (Su): Once per day, a hooded pupil ettin can suck blood from a living victim who has damage that is yet unhealed (a hooded pupil ettin doesn't have exceptionally sharp teeth, so it must sip from wounds). It does so by making a successful grapple check. Against a pinned or helpless foe, it drinks blood, dealing 2 points of Constitution damage.
Spider Climb (Su): A hooded pupil ettin can climb sheer surfaces as though with a spider climb spell.
Superior Two-Weapon Fighting (Ex): A hooded pupil ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack rolls or damage rolls for attacking with two weapons.
Skills: An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. As a hooded pupil, the creature also gains an additional +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.