DEATH DOG
Medium-Size Beast 
Hit Dice: 2d10+4 (15 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 bites +4 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft by 5 ft / 5 ft.
Special Attacks: Trip, inflict disease
Special Qualities: Scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 3, Wis 13, Chr 8
Skills: Hide +5*, Listen +6, Spot +6, Wilderness Lore +2*
Feats: Alertness
Climate/Terrain: Any temperate or warm land and underground
Organization: Solitary, pair, pack (3-8), or swarm (5-50)
CR: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Death dogs are large black hounds with two heads, both of which can attack independently. They are vicious, usually attacking humanoids on sight, and are said to be descendants of Cerberus: their loud, penetrating bark tends to lend support to this theory.
COMBAT
Trip (Ex): A death dog that hits with a bite attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the trip fails, the opponent cannot make a trip attack on the death dog in response. 
	Inflict disease (Su): A creature who takes damage from a death dog’s infectious bite must make a successful Fort save (DC 14) or contract “Devil Chills” (see DMG 74-5).
	Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wilderness Lore check.
	Skills: A death dog receives a +2 racial bonus to Hide checks and, due to its two heads, a +4 racial bonus to Listen, and Spot checks. *A death dog has a +4 racial bonus to Wilderness Lore checks when attempting to track by scent; also, due to its coloration, a death dog has a +4 racial bonus to Hide in dark conditions.