Huge Construct, Neutral Evil
Armor Class 11
Hit Points 95 (11d8 + 44)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses Darkvision 60 ft., Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Aversion of Fire. If Bell Head takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. Bell Head  is immune to any spell or effect that would alter its form.

Magic Resistance.  Bell Head has advantage on saving throws against spells and other magical effects.

Woods Stealth.Bell Head has advantage on stealth check whilst in the woods 

Voice Mimic. Bell Head mimics voices in a 65ft radius that will fool creatures with a insight lower then 13 into believing is the mimicked voice (bell head can only mimic words that he has word the original voice say) 

Actions

Multiattack. Bell Head makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  6 (1d6 + 4) bludgeoning damage. 

Screech. Range Weapon Attack:  creatures in range must make a  wisdom saving throw with a DC of 12 or  take 12 (1D8+2) physic damage.

Sound Of Death. can be used once per short rest  when action is used creatures with a 65ft raids must  take 2 (1d4)  physic damage and must  make a Charisma saving throw of 16  or be frightened  till Bell Head's next turn

  

 

Habitat: Forest

flimsy

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