Butcher Dray, Three-Headed Ettin
The Griffon's Saddlebag: Book Two p. 379 (Third Party)
- Size
- Huge
- Type
- giant
- Alignment
- chaotic evil
- AC
- 18 (natural armor)
- Hit Points
- 375 (30d12+180)
- Speed
- walk 40 ft.
- Saving Throws
- Con +13, Wis +13, Int +7
- Skills
- Perception +13, Religion +7
- Resistances
- radiant, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities
- blinded, charmed, deafened, frightened, stunned
- Senses
- darkvision 120 ft.
- Passive Perception
- 28
- Languages
- Giant, Orc
- Challenge
- 23
- Lineage
- Three-Headed Ettin
Traits
Proficiency Bonus
+7
Innate Spellcasting
Dray's innate spellcasting ability is Wisdom (spell save DC 21,+13 to hit with spell attacks). Dray can innately cast any cleric cantrip as a 20th-level spellcaser, as well as the following spells, requiring no material components:
- At will: bestow curse, blindness/deafness (as a 4th-level spell)
- 3/day each: harm, heal
- 1/day each: divine word, resurrection
Hungering Frenzy
When Dray scores a critical hit with a weapon attack or reduces a creature to 0 hit point, his spell save DC increases to 23 and he has advantage on all attack rolls until end of turn.
Legendary Resistance (3/Day)
If Dray fails a saving throw, he can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Dray has advantage on saving throws against spells and other magical effects.
Magic Weapons
Dray's weapon attacks are magical.
Three Heads
Dray has advantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain concentration on spells.
Touch of Death
When damage Dray deals reduces a creature to 0 hit points, it automatically suffers one death throw saving failure.
Wakeful
When one of Dray's heads is asleep, his other heads are awake. In addition, magic can't put him to sleep.
Actions
Multiattack
Dray makes two attacks: one with his fist and one with his dagger.
Fist
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on DC 22 Strength saving throw or be knocked prone.
Ritual Dagger
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (6d4+7) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dray regains hit points equal to half that amount. The reduction lasts for 1 hour. The target dies if this effect reduces its hit point maximum to 0.
Legendary Actions
Legendary Actions (3/Turn)
Dray can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dray regains spent legendary actions at the start of his turn.
recharge
3/TURN
Cantrip
Dray casts a cantrip
Move
Dray moves up to half his speed.
Punch
Dray makes one fist attack.
Summon Minions (Costs 3 Actions)
Dray magically summons 2d4 orcs or 1 ogre. A summoned creature appears. in an unoccupied space within 60 feet of Dray and acts as his ally. It remains for 1 minute, until it or Dray dies, or until Dray dismisses it as an action.
Sacrificial Peak Categoría: lair
High in the frigid mountains, the Butcher patiently gathers forces and influence through his vast network of followers and grisly magic. Here, the sheer number of sacrifices has bound Dray's frigid heart to the land, allowing him unparalleled control over the elements and increasing his magical might.
Lair Actions Categoría: lair
When fighting on the Sacrificial Peak, on initiative count 20 (losing initiative ties), Dray takes a lair action to cause one of the following effects:
- Dray magically causes an avalanche to engulf the area within a 120-foot square he can see. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and 14 (4d6) cold damage and is knocked prone and restrained. On a successful save, a creature takes half as much damage, and isn't knocked prone or restrained.
- Dray casts the circle of death spell (save DC 15). Dray regains hit points equal to half the total damage dealt by the spell.
- Dray magically summons 1 ettin to aid him in battle.
The ettin appears in an unoccupied space within 30 feet of Dray and acts as his ally. If Dray uses this lair action again, the previous ettin disappears.
Spells
Bestow Curse, Blindness/Deafness, Harm, Heal, Divine Word, Resurrection
Other data
description
According to legend, the very tapestry of fate warps when a three-headed ettin is born. Indeed, the birth of Dray was a time of calamitous upheaval and magical chaos. Since that time, the Butcher has gathered hundreds of followers among giant-kin and smallfolk alike, unified by their voracious hunger for war and ritualistic blood magic. Found most commonly in mountainous regions, the Three-Headed Ettin and his disciples collect and offer sacrifices for enhanced strength and powerful blood-wrought spells. Poorly organized, followers of the Butcher are typically militant and quick to begin confrontation. The same magical boons that make them ferocious warriors also tend to amplify their emotional instabilities and push them toward the bloodiest solution. Despite all of this, the Three-Headed Ettin has numerous followers and is considered one of the most generous warlock patrons. Exceptionally gifted and skilled in his complex rituals and hemocraft, Dray fights with notorious ruthlessness. Many of his abilities are empowered by the blood of his enemies, and recovery from the deadly wounds of his knife is incredibly difficult. Adventurers that make the mistake of heavily wounding the Butcher will be faced with additional ferocity as the ettin's hunger for violence is eclipsed by unfettered rage.