| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 14 | +2 | +2 |
Incorporeal Movement. The Bell Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Bound to the Bell. While the Bell Fragment exists, the Bell Wraith regains 4 (1d4+2) Hit Points at the start of its turn. If the Bell Fragment is destroyed, the Bell Wraith no longer regains Hit Points and takes 3 extra damage from all sources.
Unnerving Presence. Creatures that start their turn within 10 feet of the Bell Wraith must succeed on a DC 11 Wisdom saving throw or have disadvantage on their next attack roll.
Life Drain. Melee Spell Attack Roll: +4, reach 5 ft., one creature. Hit: 6 (1d8+2) Necrotic damage. The target must succeed on a DC 11 Constitution saving throw or gain 1 level of Exhaustion.
Bell Pulse (Recharge 5–6). Wisdom Saving Throw: DC 11, each creature within 30 feet. Failure: The creature has disadvantage on its next attack roll or ability check. The Bell Wraith regains 4 Hit Points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/21/2026 5:19:01 PM
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7
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0
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1
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Coming Soon
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3/21/2026 7:14:46 PM
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6
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0
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Coming Soon
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3/21/2026 7:15:52 PM
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6
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0
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Coming Soon
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