Two-Headed Ogre
Two-Headed Ogre — The Encounter
Twin-skulled glutton of the hill-tribes, ever quarreling, never sleeping · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Two-Headed Ogre
Of the twin-headed giants the old herders speak with crossed fingers, for a beast with two skulls keeps no honest sleep. One head hungers always for flesh, the other thirsts always for drink, and the squabbling between them is the surest warning a traveler ever gets: where you hear two voices arguing in the dark over the same fat throat, run. They are not cunning. They are persistent. A single ogre will hound a fleeing cart for half a night because the left head smelled the oxen while the right head still wanted the ale-cask, and neither will yield the chase to the other. Hill-tribes that keep such a creature do not command it so much as point it, baiting one head with a butchered goat and the other with a stolen barrel, then loosing both upon a rival camp. When the brute finally tires, it drops where it stands and snores from both mouths at once, a sound like a collapsing barn, and the village it ruined sleeps no easier for the quiet.
Run Two-Headed Ogre in Sixty Seconds
- Two heads = no surprise. It can't be ambushed and has advantage on Perception and against blind/charm/fear/stun. Don't waste a Hold Person or sleep gambit on it; it shrugs those off.
- Open with the Roar. If the party is bunched, lead Bellowing Roar (Recharge 5-6) for thunder damage and to deafen their casters, then Multiattack the nearest soft target.
- Quarrelsome Frenzy punishes pokers. Once per turn it gets a free club swing at whoever hits it or jabs its ally, so melee PCs who crowd it will eat extra damage. Use this to keep the squishy back line nervous.
- Kill-priority: prone first. The greatclub knocks Large-or-smaller targets prone on a failed DC save; ride that to keep the front-liner down and give your minions advantage.
- Three ways to run it: as a tribe's muscle beside a hag or goblin warband; as a paired brawler with a second ogre; or as a lair guardian whose Roar herds the party into a kill-zone. Never as a lone boss.
Two-Headed Ogre
Large giant, chaotic evil
CR 6 · 2,300 XP · GUIDELINETwo Heads. The ogre has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. While both heads live, it cannot be surprised.
Quarrelsome Frenzy. The left head wants meat and the right head wants drink, and they rarely agree. The first time each turn a creature the ogre can see provokes it (by hitting it, or by attacking an ally within 10 ft.), the ogre may make a club attack against that creature as part of its movement, with no action cost.
Actions
Multiattack. The ogre makes two melee attacks: one with its greatclub and one with its tankard-fist.
Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+5) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength saving throw or be knocked prone.
Tankard-Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.
Bonus Actions & Reactions
Bellowing Roar (Recharge 5-6). Both heads roar at once. Each creature of the ogre's choice within 15 ft. must succeed on a DC 15 Constitution saving throw or take 9 (2d8) thunder damage and be deafened until the end of its next turn (half damage on a success, no deafness).
A bloated, two-headed brute leans forward grinning, a frothing tankard clenched in one fist and a knotted greatclub raised in the other, its boulder-strewn kilt scraping the rubble it has made of someone's home.
Two-Headed Ogre, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack of Two (signature). While within 10 ft. of an ally, Two-Headed Ogre has advantage on melee attack rolls against any creature that ally is also engaging.
Actions
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Reactions
Drag Down. When a creature Two-Headed Ogre can see hits the ogre, Two-Headed Ogre moves up to 10 ft. toward that creature without provoking opportunity attacks and, if it ends adjacent, the creature must succeed on a DC 13 Strength save or be knocked prone.
A half-feral war-hound the left head feeds from its own fist, loyal only because the meat keeps coming.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by wading into the densest cluster and swinging the greatclub to knock a front-liner prone, then trample to the squishiest target. Quarrelsome Frenzy punishes anyone who pokes it, so warn melee PCs not to crowd it. Pair it with a goblin warband or a single bigger brute so it never fights alone.
Open with Bellowing Roar into a clustered party, then Multiattack the closest squishy and shove the tank prone with the club. Kill-priority: it chases whoever last hit it via Quarrelsome Frenzy, so let it harass the back line. Pair it with a hag, a giant captain, or a pack of ogres as the muscle of a hill-tribe raid.
At this tier it is a lair brute, not a centerpiece: stage two or three together, or bind it to a larger giant-king or fiendish patron so the action economy holds up. Open Roar to deafen casters, then Multiattack and prone-lock the front line while minions flank. Do NOT run it solo against a high-level party; it has no save-or-die and will be focus-fired.
Put Two-Headed Ogre on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Two-Headed Ogre?
Its home tier is CR 6 (2,300 XP), a Tier 2 (levels 5-10) bruiser with AC 15 and 138 HP. The card also gives drop-in numbers for Tier 1 (~CR 2) and Tier 3 (~CR 11) so you can field the same monster at any table.
Can Two-Headed Ogre be a companion or ally?
The ogre itself is built as an adversary, but the card includes Gristle, the Left Head's Hound, a scaled-down ally (AC 13, 83 HP) with a Drag Down reaction that knocks attackers prone. Use Gristle if you want a beastly companion that fights at the brute's side rather than a second boss.
Is the Two-Headed Ogre a solo boss?
No. It is a melee add-on with no legendary actions and only one reaction, so a four-PC party will out-act it on its own. Field it as the muscle of a hill-tribe raid, in a pair, or as a lair guardian beside a bigger threat.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Two-Headed Ogre at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
Log in to comment