Incorporeal Movement
The bell wraith can move through creatures and objects as if they were difficult terrain.
If it ends its turn inside an object, it takes 10 (3d6) force damage.
Resonant Haunting
Whenever a creature within 30 ft. casts a spell with a verbal component or speaks loudly, the wraith gains advantage on its next attack before the end of its next turn
Distorted Soundfield
Within 20 ft. of the wraith:
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Verbal spellcasting requires a DC 12 Constitution check or the spell fails (slot not expended).
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Creatures have disadvantage on Perception checks relying on hearing.
Resonant Touch
Melee Spell Attack: +7 to hit, reach 5 ft., one target
Hit: 21 (4d8 + 3) thunder damage.
If the target fails a DC 15 Constitution saving throw, it becomes Deafened until the end of its next turn.
Shattering Peal (Recharge 5–6)
The wraith releases a devastating bell tone.
Each creature within 20 ft. must make a DC 15 Constitution saving throw:
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On a failure: 31 (7d8) thunder damage and pushed 10 ft. away.
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On a success: Half damage and not pushed.
Creatures reduced to 0 HP by this ability do not fall unconscious immediately — instead, they hear ringing and must succeed on a DC 10 Wisdom save or begin making death saves with disadvantage until stabilized.
Toll of Memory (1/Turn)
The wraith targets one creature it damaged this turn.
The target must succeed on a DC 14 Wisdom saving throw or briefly hear a memory not their own:
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The creature has disadvantage on its next attack roll.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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.
Previous Versions
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2/12/2026 10:24:00 PM
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Coming Soon
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