Death Dog
Medium Monstrosity, neutral evil
200 XP
Special Abilities
Two-Headed
The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Actions
Multiattack
The dog makes two bite attacks.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Quick Reference
Running This Encounter
Death Dogs are pack hunters that excel at hit-and-run tactics with their superior speed. Use multiple Death Dogs to overwhelm the party through action economy rather than individual power. Their two heads make them resistant to being surprised or blinded, adding mechanical depth. Position them to flank isolated party members and force tactical positioning challenges.
Combat Tactics
Death Dogs prioritize biting targets within reach, making multiple attacks thanks to their two heads. They should use their 40 ft. speed to dart in and out of combat, targeting the squishiest party members. If facing serious threat, they'll attempt to separate wounded targets from the group rather than fighting to the death.
Environment & Setting
Death Dogs thrive in underdark caverns, ancient tombs, and corrupted forests where their dual-headed nature feels appropriately alien. Placement near shadowy terrain or multiple hiding spots enhances their predatory nature and allows for ambush tactics.