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Home Catalog Dark Fantasy Monsters Two-Headed Ogre
Two-Headed Ogre — Dark Fantasy Monsters STL miniature by Clay Cyanide

Two-Headed Ogre

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community6,533 views · 27 likes

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-Headed Ogre

Large giant, chaotic evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (hide and gut-fat) HP 138 (12d10+72) Speed 40 ft.
STR21+5
DEX8-1
CON22+6
INT6-2
WIS12+1
CHA7-2
SavesCon +9
SkillsIntimidation +1, Perception +4
Sensesdarkvision 60 ft., passive Perception 14
LanguagesGiant

Two 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 · GUIDELINE
AC 13 HP 83 (scaled ×0.6) Speed 40 ft.
STR21+5
DEX8-1
CON22+6
INT6-2
WIS12+1
CHA7-2

Pack 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.

Tier 1Levels 1-4 · GUIDELINE
AC13HP6d10+18 (51) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · NATIVE
AC15HP12d10+72 (138) To-hit+7Save DC15

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP20d10+120 (230) To-hit+9Save DC17

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

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

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.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included