Large Undead, Chaotic Evil
Armor Class 21 Natural
Hit Points 225 (18d10 + 126)
Speed 40 ft., Fly 60 ft. Hover
STR
22 (+6)
DEX
18 (+4)
CON
24 (+7)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +16, CON +19, WIS +10, CHA +12
Skills Arcana +9, Intimidation +12, Perception +10
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Gear Bell of the Last Breath AC 19 HP 140 Damage Immunities: poison, psychic, necrotic Damage Resistances: bludgeoning, piercing, slashing, cold, fire, lightning No Resistance: radiant, thunder, magical weapon damage When the Bell reaches 0 HP, it shatters. The Bellwraith takes 50 radiant damage and loses Magic Resistance, Legendary Resistance, and Soul-Fed Existence.
Senses Darkvision 120 ft, Truesight 60 ft, Passive Perception 20
Languages Common, Infernal, Telepathy 120 ft Common, Infernal, Telepathy 120 ft
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day)

 

If the Bellwraith fails a saving throw, it can choose to succeed instead.

 

Magic Resistance

 

The Bellwraith has advantage on saving throws against spells and other magical effects.

 

Incorporeal Movement

 

The Bellwraith 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 and is pushed to the nearest unoccupied space.

 

Soul-Fed Existence

 

The Bellwraith cannot regain hit points through normal healing.

 

Whenever a creature within 60 feet drops to 0 hit points, the Bellwraith gains 20 temporary hit points.

 

The Seventh Soul

 

The Bellwraith chooses one creature within 60 feet as its Marked Soul.

 

Whenever the Marked Soul takes necrotic or psychic damage, the Bellwraith regains hit points equal to half the damage dealt, up to 20 hit points per round.

 

The Marked Soul can use its action to make a DC 20 Religion or Arcana check, ending the mark on a success. The Bellwraith may mark another creature at the start of its next turn.

Actions

Multiattack

 

The Bellwraith makes two Soul Claw attacks and one Echo of the Dead attack.

 

Soul Claw

 

Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

 

Hit: 17 (2d10 + 6) necrotic damage.

 

The target must succeed on a DC 20 Constitution saving throw or have its hit point maximum reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest or receives greater restoration, heal, or similar magic.

Echo of the Dead

 

Ranged Spell Attack: +12 to hit, range 120 ft., one target.

 

Hit: 18 (4d8) psychic damage.

 

The target must succeed on a DC 20 Wisdom saving throw or become frightened until the end of its next turn.

 

Grasping Chains

 

Ranged Spell Attack: +12 to hit, range 60 ft., one target.

 

Hit: 21 (3d10 + 5) necrotic damage.

 

The target must succeed on a DC 20 Strength or Dexterity saving throw or become restrained by spectral chains.

 

A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Death Echo (Recharge 5–6)

 

The Bellwraith releases a deafening supernatural toll.

 

Every creature within 60 feet must make a DC 21 Constitution saving throw.

 

Failure: 55 (10d10) thunder damage and deafened for 1 minute.

 

Success: Half damage and not deafened.

 

A creature that succeeds is immune to this Bellwraith's Death Echo for 24 hours.

 

Call the Dead (Recharge 6)

 

The Bellwraith summons undead spirits.

 

Choose one:

 

- 2 Specters

- 1 Wraith

- 3 Shadows

 

The summoned creatures appear in unoccupied spaces within 30 feet and act immediately after the Bellwraith.

 

The Bellwraith can use this ability only twice per encounter.

Bonus Actions

Bonus Actions

 

Soul Step

 

The Bellwraith teleports up to 30 feet to an unoccupied space it can see.

 

Each creature within 5 feet of the space it leaves must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) necrotic damage.

Reactions

Death's Refusal (1/Encounter)

 

When the Bellwraith would be reduced to 0 hit points, it instead drops to 1 hit point.

 

The Bellwraith immediately rings the Bell of the Last Breath.

 

Every creature within 30 feet must make a DC 20 Wisdom saving throw.

 

Failure: 22 (4d10) psychic damage and frightened until the end of its next turn.

 

Success: Half damage and not frightened

Legendary Actions

The Bellwraith has 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

 

Move

 

The Bellwraith moves up to half its flying speed without provoking opportunity attacks.

 

Soul Claw

 

The Bellwraith makes one Soul Claw attack.

 

Echo

 

The Bellwraith makes one Echo of the Dead attack.

 

Grave Pulse — Costs 2 Actions

 

Necrotic energy erupts from the Bellwraith.

Each creature within 20 feet must make a DC 20 Constitution saving throw.

 

Failure: 16 (3d10) necrotic damage and pushed 10 feet.

 

Success: Half damage and isn't pushed.

 

Chain of the Damned — Costs 2 Actions

 

The Bellwraith chooses one creature within 60 feet.

 

The target must succeed on a DC 20 Dexterity saving throw or become restrained by spectral chains until the end of its next turn.

 

The target takes 13 (3d8) necrotic damage.

 

The Final Toll — Costs 3 Actions

 

The Bellwraith causes the Bell of the Last Breath to ring.

 

Every creature within 90 feet must make a DC 21 Wisdom saving throw.

Failure: 44 (8d10) psychic damage and the creature drops to 1 hit point.

 

Success: Half damage.

 

The Bellwraith cannot use The Final Toll again 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

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.

Habitat: Forest

acjochumsen

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