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    Death Dog 5e: Two Heads, Two Bites and a Disease That Lingers

    A death dog is a CR 1 Medium Monstrosity, a two-headed hound with AC 12, 39 hit points, 40 feet of speed, darkvision 120 feet and two bites per turn. Each bite can infect the target with a disease that shrinks their hit point maximum day after day. The SRD 5.1 text says the disease makes a victim's flesh slowly rot off the bone. Under the 2014 rules the disease never ends on its own; under the 2024 rules a successful daily save ends it. The 2024 dog also trades its Two-Headed trait for outright immunity to six conditions.

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    Death Dog Stat Block (2014)

    Death Dog

    Medium monstrosity, neutral evil

    Armor Class 12
    Hit Points 39 (6d8+12)
    Speed 40 ft.
    STR
    15 (+2)
    DEX
    14 (+2)
    CON
    14 (+2)
    INT
    3 (−4)
    WIS
    13 (+1)
    CHA
    6 (−2)
    Skills Perception +5, Stealth +4
    Senses darkvision 120 ft., passive Perception 15
    Languages —
    Challenge 1 (XP 200; PB +2)

    Traits

    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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Two-Headed gives advantage on Perception checks and on saves against being blinded, charmed, deafened, frightened, stunned or knocked unconscious. With Perception +5 (passive 15) and 120-foot darkvision, sneaking past a death dog at night is hard.

    The 2014 disease, step by step:

    1. •A creature hit by a Bite makes a DC 12 Constitution save against disease.
    2. •On a failure it's poisoned until the disease is cured: disadvantage on attack rolls and ability checks.
    3. •Every 24 hours it saves again. Each failure reduces its hit point maximum by 5 (1d10). A success only avoids that day's loss; the disease stays.
    4. •The reduction lasts until the disease is cured. If the maximum reaches 0, the creature dies.

    The Death Dog in the 2024 Rules

    Death Dog

    Medium Monstrosity, Neutral Evil

    Armor Class 12
    Initiative +2 (12)
    Hit Points 39 (6d8 + 12)
    Speed 40 ft.
    STR
    15 (+2)save +2
    DEX
    14 (+2)save +2
    CON
    14 (+2)save +2
    INT
    3 (−4)save −4
    WIS
    13 (+1)save +1
    CHA
    6 (−2)save −2
    Skills Perception +5, Stealth +4
    Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
    Senses Darkvision 120 ft.; Passive Perception 15
    Languages None
    Challenge 1 (XP 200; PB +2)

    Actions

    Multiattack. The death dog makes two Bite attacks.
    Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Death Dog2024 Death Dog
    Bite damage5 (1d6 + 2)4 (1d4 + 2)
    Two headsAdvantage on Perception and on saves vs six conditionsImmune to Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
    Disease first failurePoisoned until curedPoisoned
    Daily saveFailure: HP max −1d10; success does nothing elseSuccess ends the effect; later failures: HP max −1d10
    HP max on Long RestReduction lasts until curedDoesn't return while Poisoned; returns on the first Long Rest after it ends

    AC, HP, speed, senses, CR 1 and 200 XP are the same. In both editions the first failed save only poisons; the hit point loss starts with the daily saves. The 2024 disease is milder because one successful daily save ends it, where the 2014 disease runs until someone cures it.

    How Death Dogs Fight

    Two bites, one target. Against AC 15, a +4 bite hits on 11 or higher (50%). A character with Constitution +2 fails DC 12 on a 9 or lower (45%). So each bite has about a 22% chance to infect, and one dog's two bites infect about 40% of the time per round. Three dogs on one character for a round: about 78%.

    Run as a pack. Speed 40 outpaces most characters. Death dogs circle, split the party, and drag down whoever falls behind. Their damage is low, about 5 a round per dog in 2014 and 4 in 2024. The disease does the real work after the fight.

    Hard to sneak past, hard to shake. Two heads means it's hard to blind, charm, frighten or stun in 2014 and immune to all of those in 2024. Plan around it rather than trying to disable it.

    Running a Death Dog Encounter

    For four level 2 characters, the 2024 Low budget (400 XP) is two death dogs, Moderate (600 XP) is three, and High (800 XP) is four. For four level 3 characters, four dogs (800 XP) are Moderate (over Low at 600, under Moderate at 900).

    Under the 2014 guidelines in our encounter calculator, three death dogs count as 600 × 2 = 1,200 XP: Hard for four level 3 characters.

    Death dogs fit a desert or badlands. Pair them with a gnoll war band or a lamia that keeps them as guards. Compared with a wolf pack, death dogs have fewer bodies and leave a problem behind. Compared with a hell hound, they lack the fire breath but carry disease.

    Plan the aftermath before you run them. If no one in the party can cure disease, an infected 2014 character loses about 5 HP of maximum per failed day with no end in sight.

    How Players Beat Death Dogs

    • •Cure the disease. In 2014, Lesser Restoration ends a disease, and a paladin's Lay on Hands can cure one for 5 points from the pool; curing it ends the hit point maximum reduction. In 2024, the whole effect hangs on the Poisoned condition, so Lesser Restoration, Protection from Poison or 5 points of Lay on Hands ends it, and the lost maximum comes back on the next Long Rest.
    • •Don't rely on control. Hold Person fails (it's not a Humanoid), and frightening, charming or stunning effects work poorly (2014) or not at all (2024). Damage works: no resistances, AC 12.
    • •Keep the Constitution savers in front. Characters proficient in Constitution saves resist the infection better.
    • •Use a choke point. At speed 40 they surround a party in the open. A doorway or narrow canyon makes them come one at a time.

    Death Dog Encounter Ideas

    The well road. The road between two desert wells is the only route across. A pack of four death dogs has started hunting it, and the caravan that hired the party has a sick guard who got bitten last week, and no healer.

    The quarantine. A village has locked three bitten hunters in a barn. The priest can cure one a day. The party has to decide who waits, and go after the pack before more people get bitten.

    Frequently Asked Questions

    What CR is a death dog in 5e?

    CR 1, worth 200 XP, in both editions.

    How does the death dog's disease work?

    In 2014, a bitten creature that fails a DC 12 Constitution save is poisoned until the disease is cured and must save again every 24 hours, losing 5 (1d10) maximum hit points on each failure; it dies if its maximum reaches 0. In 2024, the first failure poisons it, each later failure lowers its HP maximum by 1d10, and a successful daily save ends the effect.

    How do you cure a death dog's disease?

    In 2014, Lesser Restoration or a paladin's Lay on Hands (5 points) cures it. In 2024, anything that ends the Poisoned condition (Lesser Restoration, Protection from Poison, or 5 points of Lay on Hands) ends it, and the hit point maximum returns on the next Long Rest.

    Is a death dog immune to being frightened?

    In the 2024 rules it's immune to Blinded, Charmed, Deafened, Frightened, Stunned and Unconscious. In the 2014 rules it only has advantage on saves against those conditions.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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