Free interactive D&D 5e SRD stat block

Death Dog

Medium Monstrosity, CR 1, AC 12, 39 HP. Neutral Evil.

Medium Monstrosity, Neutral Evil

AC
12
Initiative
+2 (12)
HP
39 (6d8+12)
Speed
40 ft.
ScoreModSave
STR 15 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
INT 3 -4 -4
WIS 13 +1 +1
CHA 6 -2 -2
Skills
Perception +5 , Stealth +4
Immunities
Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses
Darkvision 120 ft.; Passive Perception 15
Languages
None
CR
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).

How to run Death Dog

A death dog is a horror-movie ambush in beast form. Two heads, one body, 39 HP, AC 12, and a bite that gives the Poisoned condition with a hidden long-term cost. The damage on the bite is 4 piercing per hit, which sounds harmless until you read the saving throw text. Failing the DC 12 Constitution save Poisons the target and locks their Hit Point maximum from recovering on a long rest until they make a successful save on the daily repeat. Subsequent failures shave 1d10 off the maximum. This is wasting disease, and it is the entire point of the encounter.

Run death dogs in pairs or small packs of three. The Multiattack is two Bites, so a single dog forces two saves a turn against an unarmored target. Pack two of them on the rogue and you'll get four save rolls before the cleric's initiative comes up. Stealth +4, Perception +5, and Darkvision 120 ft. say everything about how this fight should start: the party hears nothing, then a dog is on someone's neck. Open at night, in dense brush or scrub, with Passive Perception 15 deciding who notices.

Death dogs are also Charmed-, Frightened-, and Stunned-immune, so most low-level control spells just bounce. The party will need to focus damage. They drop fast once attention turns to them, with 39 HP and AC 12, but the disease is already in the bloodstream by then. The encounter's danger isn't the fight; it's the next morning when the fighter finds his HP maximum is 47 instead of 52 and nobody can lift the curse without a Lesser Restoration.

If the party brings overwhelming force, the surviving dog flees toward whatever ruined shrine or gnoll camp it came from. It will try again at the next watch.

Have one PC make their first long rest after the bite and quietly tell them their HP maximum hasn't fully refreshed. Don't explain why. Let the cleric figure it out.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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