Medium Monstrosity
Armor Class 14
Hit Points 68 (8d8)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +6, CON +7
Damage Resistances Necrotic, Thunder
Senses Passive Perception 22
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Hear the Heartbeat

The Bellhound automatically detects:

frightened creatures
bleeding creatures
creatures below half HP

within 120 ft.

It always knows their location.

Ringing Maw

Every bite attack releases a violent bell-tone.

Creatures hit by the Bellhound:

cannot take reactions until the start of their next turn

Pack Resonance

If another Bellhound is within 30 ft.:

advantage on attack rolls
movement speed increases by 10 ft.

Actions

Bite of the Bell

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit:
15 (2d10 + 4) piercing damage
plus
7 (2d6) thunder damage.

Reverberating Howl (Recharge 5–6)

The Bellhound emits a distorted metallic scream.

All creatures within 20 ft. must make a DC 15 Constitution saving throw.

On a failed save:

18 (4d8) thunder damage
deafened for 1 minute

A deafened creature may repeat the save at the end of each turn.

Leaping Rush

The Bellhound moves up to its speed in a straight line.

If it moves at least 20 ft. before hitting:

target must succeed on a DC 15 Strength save
OR
be knocked prone

Bonus Actions

Blood Frenzy

The Bellhound targets one wounded creature it can sense.

Until the end of its turn:

advantage on attacks against that target

Death Effect — Broken Bell

When a Bellhound dies:

The bells inside its ribcage rupture violently.

Creatures within 10 ft. must make a DC 14 Dexterity saving throw.

On failure:

9 (2d8) thunder damage

Tenuthiel

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