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Medium monstrosity · CR 1

Death Dog

Armor Class12
Hit Points39 (6d8+12)
Speed40 ft.
ChallengeCR 1 (200 XP)
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
3
(-4)
WIS
13
(+1)
CHA
6
(-2)
SkillsPerception +5, Stealth +4
Sensesdarkvision 120 ft., passive Perception 15
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.

Running Death Dog in an encounter

As a CR 1 threat worth 200 XP, Death Dog is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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