| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 17 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Hovering Thread
The Bell-Thread Wisp can hover and can move through the spaces of other creatures, though it cannot end its turn inside another creature.
Station Signal
While within an active sequence station, the Wisp knows the location of functioning bells and creatures currently designated by the station as witnesses, intruders, or Out of Sequence.
Thread Lash. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) force damage.
The target must then make a DC 12 Wisdom saving throw.
On a failure, Bell Pull activates.
Bell Pull
The affected creature hears a bell sounding from a location designated by the Wisp.
In Ash-Root, this is normally the cracked third bell.
The target must immediately move up to 5 feet toward that point using the safest available path.
This movement does not provoke Opportunity Attacks.
If no valid movement toward the designated point is possible, the creature does not move.
Thread Slip
The Wisp moves up to half its Fly Speed without provoking Opportunity Attacks.
It may use this movement immediately after successfully affecting a creature with Bell Pull.
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
A Bell-Thread Wisp resembles a loose bundle of impossibly fine metallic threads suspended in the air.
At a distance, it may resemble:
- tangled wire;
- a floating spiderweb;
- a drifting knot of black silk;
- or strands of moonlight caught around invisible fingers.
Closer inspection reveals two distinct substances woven together.
The first consists of bell-metal light.
These strands appear bronze, silver, pale gold, or faint green depending on the surrounding illumination.
They are not solid metal.
They look more like glowing impressions of wire.
The second consists of black thread.
These strands absorb light rather than reflecting it.
They twist around the brighter filaments and occasionally vanish completely when viewed from the wrong angle.
The two materials move in constant tension.
One pulls.
The other restrains.
One rings.
The other silences.
At the center of the Wisp is usually a tiny geometric knot resembling a miniature bell clapper, loop, eye, or spindle.
When the creature attacks, this knot tightens.
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.
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