Tiny Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 68 (13d8 + 10)
Speed 0 ft., fly 50 ft.
STR
12 (+1)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +5, CON +5
Damage Immunities Cold, Poison
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 7
Languages Common Telepathy 120 ft. Only languages it knew in life.
Challenge 6 (2,300 XP)
Proficiency Bonus +3

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

False Appearance. While the bell remains motionless and isn't flying, she is indistinguishable from a normal handbell.

Detect Life. The Dreading Bell can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Actions

Chime. Each non-undead creature within 120 feet of the bell that can hear must succeed on a DC 13 Constitution saving throw or take one level of exhaustion as the target succumbs to an otherworldly cold.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Summon Specters. As a bonus action, the Dreading Bell calls up the echoes of its former life; 1d4 specters (appearing as headless maidens) arise in unoccupied spaces within 10 feet of the Dreading Bell. The specters act right after the Bell on the same initiative count and fight until they’re destroyed. They disappear when the Bell is destroyed.

JessJackdaw

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