Medium Humanoid, Lawful Neutral
AC 19 Rusted-Plate    Initiative +1 (11)
HP 189 (18d8 + 108)
Speed 25 ft.
Mod Save
STR 22 +6 +10
DEX 12 +1 +1
CON 22 +6 +10
Mod Save
INT 10 +0 +0
WIS 14 +2 +6
CHA 16 +3 +3
Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Frightened, Poisoned
Gear Ashen Scythe, Rusted Plate-Armor, Bell of his village, Bellwardens chain
Senses Darkvision 90 ft; Passive Perception 16
Languages Common
CR 10 (XP 5,900; PB +4)
Traits

Traits

Bound Watch.
The Bellwarden cannot be surprised and has advantage on Wisdom (Perception) checks while in ruins, towns, or constructed environments.

Iron Guilt.
When reduced below half hit points for the first time, the Bellwarden immediately uses Toll of Ashfall without expending an action.

Unyielding Post.
The Bellwarden cannot be knocked prone, grappled, or pushed against his will unless the effect is magical and succeeds on a DC 18 check or save.

Ash-Anchored Form.
Difficult terrain created by rubble, fire, or ruins does not cost the Bellwarden extra movement.

Actions

Actions

Multiattack.
The Bellwarden makes three attacks with his Ashen Scythe.

Ashen Scythe.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) necrotic damage.

Reaping Arc (Recharge 5–6).
The Bellwarden sweeps his scythe in a wide circle. Each creature of his choice within 15 feet must make a DC 18 Dexterity saving throw, taking 36 (8d8) slashing damage on a failure, or half as much on a success. Creatures that fail are also knocked prone.

Toll of Ashfall (Recharge 6).
The bell chained to the Bellwarden rings once. All creatures of his choice within 60 feet that can hear it must make a DC 17 Wisdom saving throw or be frightened for 1 minute. While frightened this way, a creature’s speed is reduced to 0. A creature can repeat the save at the end of each of its turns.

Bonus Actions

Bonus Actions

Chain Drag.
The Bellwarden pulls a creature he can see within 15 feet toward him. The target must succeed on a DC 18 Strength saving throw or be pulled 10 feet closer and take 7 (2d6) bludgeoning damage.

Reactions

Reactions

Punish the Fleeing.
When a creature within the Bellwarden’s reach moves away from him, he may make one Ashen Scythe attack against that creature.

Legendary Actions

Legendary Actions (3/round)

The Bellwarden can take 3 legendary actions, choosing from the options below, at the end of another creature’s turn.

Scythe Slash.
Makes one Ashen Scythe attack.

Ashen Step.
Moves up to half his speed without provoking opportunity attacks.

Echoing Toll (Costs 2 Actions).
A faint bell sound rattles the area. One creature the Bellwarden can see within 30 feet must succeed on a DC 17 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Bellwarden is a towering, broad-shouldered figure of rusted steel and ash, standing well over most men. His armor was once a town guard’s plate, now cracked and rusted. Every movement carries the sound of grinding metal and dragging chains.

A massive iron bell hangs from his back, suspended by thick, scorched chains that bite into his shoulders and spine. The bell is split down one side, glowing faintly from within, and it sways with his steps—heavy, deliberate, inescapable. Each motion sends ash drifting into the air, as though the ruins themselves cling to him.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: NPChumanoidHumansoldier

Habitat: Any

Treasure:  Any

AccidentallyAwesome

Comments

Posts Quoted:
Reply
Clear All Quotes