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The Barrow Bell-Warden - AI-generated fantasy Monster

The Barrow Bell-Warden

Long before the land was called De Gylleneåsarna, the jarl Hroth Vargsson swore that his people would guard the burial hills and leave the dead undisturbed. In return, the dead would hold back a winter darkness beneath the mountains. Hroth chose to die beneath the hills and become the first Bell-Warden. Centuries later, his descendants broke the oath, stripped gold from the tombs, and altered the surviving records. The current quest-giver descends from the family that ordered the desecration. The second NPC, an occult scholar or hedge-priest, knows that the Bell-Warden's command was never to destroy the living. It was to expose the lie and ensure that the oath was honestly renewed.

Large undead · Major boss, high difficulty with investigation-based weaknesses · Unique

The Barrow Bell-Warden

The Barrow Bell-Warden is the undead remnant of a guardian-jarl who willingly bound his soul beneath the Old Hills to preserve an ancient pact between the living, the dead, and the land. His descendants secretly broke the pact, looted the barrows, and blamed the resulting famine on outsiders. The Bell-Warden now tolls the cracked bell to awaken every betrayed dead soul in the hills. He is not merely evil. He is a sacred office that has been twisted by centuries of false testimony.
AC18
HP168/168
CRMajor boss, high difficulty with investigation-based weaknesses
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 18 · HP 168 · Major boss, high difficulty with investigation-based weaknesses

The Barrow Bell-Warden

Large undead (oath-bound undead), lawful neutral, corrupted by grief and betrayal
Armor Class18, antlered burial armor
Hit Points168 (16d8 + 96)
Speed
30 ft.,
Burrow 20 ft. through loose earth, grave soil, and rubble,
The Bell-Warden can move through stone during March Through Stone, but cannot end its turn inside solid stone
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomCharisma
SkillsHistoryIntimidationPerceptionReligion
Damage Resistances
Cold,
Necrotic,
Bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
Poison damage,
The poisoned condition,
Exhaustion,
Charmed,
Frightened
Weaknesses
The original oath must be spoken at the Oath-Stone to interrupt the Bell-Warden's hostility.
A sincere confession by the quest-giver or their descendant suppresses the Bell-Warden's resistances for 3 rounds.
Consecrated water poured into the cracked bell prevents Bell of the Broken Oath for 1 round, though the bell immediately begins to steam and scream.
The Bell-Warden cannot willingly attack a person who has restored a desecrated grave and kept every promise made in the dungeon.
If the bell is separated from the skeleton through the release ritual, the Bell-Warden becomes peaceful and its body collapses.
Senses
Darkvision 120 ft.,
Tremorsense 30 ft. while touching earth,
Passive Perception 18
Languages
Common,
Dwarvish,
Giant,
The silent language of the dead
ChallengeMajor boss, high difficulty with investigation-based weaknesses
Proficiency Bonus+4
Spell Save DC16
Spell Attack Bonus+8
Undead Nature. The Bell-Warden has advantage on saving throws against effects that turn undead. It does not need to eat, drink, sleep, or breathe.
Oath-Bound Existence. The Bell-Warden cannot be compelled to break a promise it has personally made. If it knowingly breaks one, it loses this trait and becomes vulnerable to psychic damage for 1 minute.
The Second Toll. The first time the Bell-Warden is reduced to 60 hit points or fewer, it does not die. Instead, its bell splits open, it ends all conditions affecting it, and Phase Two begins.
Broken Promises Feed It. When a creature within 60 feet knowingly breaks a promise made in the dungeon, the Bell-Warden gains 10 temporary hit points and can immediately use Funeral Advance without spending a legendary action.
Oath-Eater's Judgment. The Bell-Warden's attacks deal an extra 7 () necrotic damage to creatures frightened by it or carrying the quest-giver's ancestral seal.
Barrow Hearing. The Bell-Warden can hear through the burial earth and knows the location of every living creature within the lair unless that creature is behind a consecrated barrier.
Lair Actions. At initiative count 20, the Bell-Warden chooses one effect: one barrow door opens and releases a Barrow Dead; spectral chains erupt from a 20-foot square and create difficult terrain until the next round; or the bell tolls softly and each creature that has lied in the dungeon must succeed on a Wisdom saving throw or lose its reaction until the next round.

Spells

Silent Image (level 1, illusion). The Bell-Warden creates an illusory image of the ancient betrayal in a 30-foot cube for up to 10 minutes. Creatures in the area can recognize the vision as an illusion with a successful Intelligence check.
Zone of Truth (level 2, enchantment). The Bell-Warden targets one creature within 60 feet. The target must succeed on a Wisdom saving throw or be compelled to speak one sentence of truth about its reason for entering the dungeon.
Animate Dead (level 3, necromancy). The Bell-Warden targets up to three corpses or piles of bones within 60 feet, animating them as undead servants under its control for 1 hour.
Bestow Curse (level 4, necromancy). The Bell-Warden marks one creature within 60 feet as a betrayer. The target must succeed on a Charisma saving throw or become frightened and have disadvantage on saving throws against the Bell-Warden until the end of the Bell-Warden's next turn.

Actions

Multiattack. The Barrow Bell-Warden strikes with its grave-maul and can use Bell of the Broken Oath as a bonus action.
Grave-Maul. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage plus 7 () necrotic damage. If the target is frightened, it must succeed on a Strength saving throw or be knocked prone.
Bell of the Broken Oath. The Bell-Warden causes the cracked bell fused to its ribcage to toll. Each creature of the Bell-Warden's choice within 30 feet must make a Wisdom saving throw. On a failed save, a creature takes 18 () thunder damage, becomes frightened for 1 minute, and cannot regain hit points until the end of its next turn. On a successful save, it takes half damage and suffers no other effect. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raise the Bound Dead. The Bell-Warden summons burial chains from the ground at a point it can see within 60 feet. Each creature within a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 13 () necrotic damage and is restrained by spectral chains for up to 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The chains vanish if the Bell-Warden is incapacitated.
March Through Stone. The Bell-Warden moves up to its speed without provoking opportunity attacks. During this movement, it can move through creatures and objects as if they were difficult terrain. Each creature it moves through must succeed on a Constitution saving throw or take 10 () necrotic damage. If it ends its movement inside an object, it is shunted to the nearest unoccupied space and takes 5 force damage.

Reactions

Punish the Broken Word. When a creature the Bell-Warden can see within 30 feet breaks a promise made in the dungeon, the Bell-Warden makes one Grave-Maul attack against that creature if it is within range, or moves up to half its speed toward it without provoking opportunity attacks.
Return to the Stone. When the Bell-Warden takes damage from an attack, it reduces the damage by 10 and moves up to 10 feet toward the Oath-Stone. It can use this reaction three times per day.

Legendary Actions

Grave-Maul. The Bell-Warden makes one Grave-Maul attack.
Funeral Advance. The Bell-Warden moves up to half its speed without provoking opportunity attacks.
Answer the Bell (costs 2 actions). One creature frightened by the Bell-Warden must make a Wisdom saving throw. On a failure, it takes 9 () psychic damage and must use its reaction, if available, to move up to its speed toward the Oath-Stone.
Open the Barrow (costs 3 actions). The Bell-Warden causes one sealed barrow door within the lair to burst open. One Barrow Dead rises from within and acts immediately after the Bell-Warden in the initiative order. This action cannot be used if all six barrow doors are open.
Role
Legendary undead guardian, tragic final boss, supernatural judge
Built for
Four characters of 8th level

Gear

  • Grave-Maul (Weapon, Not normally saleable)A two-handed iron maul engraved with the names of forgotten oath-bearers. It deals bludgeoning and necrotic damage in the Bell-Warden's hands.
  • Bell of the Broken Oath (Relic, Priceless to historians, dangerous to collectors)A cracked bronze bell fused to the Bell-Warden's ribcage. Removing it requires a completed release ritual or a successful DC 20 Strength check made while the Bell-Warden is incapacitated.
  • Antler Crown (Wondrous relic, 2,500 gp as an artifact fragment, but selling it awakens three ancestral spirits)A crown of antler, rootwood, and burial gold bearing the crest of the old jarl dynasty.

Feats

Sentinel
Resilient, Wisdom
The Bell-Warden ignores the normal movement penalty for moving through grave soil and rubble.

Notes for the game master

The Bell-Warden is a unique undead suitable as a major encounter for four characters of 8th level.
The encounter assumes the party has opportunities to investigate the dungeon and weaken the lair before combat.
The Bell-Warden has two phases. At 60 hit points or fewer, its cracked bell splits open and it gains access to Phase Two.
Phase Two: the Bell-Warden gains resistance to all damage except radiant and psychic, its speed increases to 40 feet, and Bell of the Broken Oath deals 22 (5d8) thunder damage instead of 18 (4d8). These benefits end if the truth of the original betrayal is spoken at the Oath-Stone or if the release ritual succeeds.
A character who knows the true oath can use an action at the Oath-Stone to make a DC 16 Religion or History check. Three total successes, or one success after the quest-giver confesses, release the Bell-Warden without requiring its destruction.
Lair actions occur on initiative count 20, losing initiative ties. The Bell-Warden cannot use the same lair action twice in a row.

Tactics

  1. Opening

    The Bell-Warden begins at the Oath-Stone and allows three tolls to echo before attacking. It first uses Bell of the Broken Oath, then raises dead guardians from nearby barrows. It addresses the quest-giver by name if that person's seal or written commission is present.

  2. Mid-fight

    It uses Raise the Bound Dead to divide the party, then focuses the grave-maul on frightened or restrained targets. It moves through walls and burial niches to attack healers and spellcasters. It does not pursue enemies beyond the oldest burial ring unless someone carries the quest-giver's seal.

  3. End of the fight

    When reduced below 60 hit points, the Bell-Warden enters its second phase. Its bell splits further, its armor opens, and its undead aura intensifies. It uses Bell of the Broken Oath every round if possible, then tries to drag the party toward the Oath-Stone for a final judgment. If the truth of the broken oath is spoken aloud at the Oath-Stone, it pauses and can be negotiated with.

  4. Retreat

    The Bell-Warden does not flee from the dungeon. If reduced below 30 hit points, it retreats to the Oath-Stone and offers the party a bargain: expose the original betrayal, bring a willing living oath-bearer, or destroy the bell. It fights to the death only if the party refuses every path to completion.

How it fights

Use fear before damage. Frightened targets are easier to knock prone and isolate.
Restrain a heavily armored character, then attack a less protected support character.
Use March Through Stone to appear behind the party and force movement toward the barrows.
Keep at least one legendary action available for Answer the Bell when a frightened character attempts to flee.
Avoid attacking unconscious characters unless they are carrying the ancestral seal or have personally broken the oath.
In Phase Two, force the party to choose between damaging the Bell-Warden and completing the ritual.

Who it attacks first

The bearer of the quest-giver's ancestral seal
Characters who openly desecrate graves or mock the dead
Healers and spellcasters restrained by burial chains
Any character who promises aid and then attempts to abandon the dungeon

Works well with

Barrow Dead guardians occupy the party while the Bell-Warden uses chains and movement effects.
The quest-giver's ancestral seal intensifies the Bell-Warden's aggression and can be used as a bargaining token.
The occult NPC can suppress the bell or reveal the exact command that governs the creature.
The Oath-Stone provides both the greatest danger and the safest route to a peaceful resolution.

How to beat it

Radiant damage and critical hits are effective but do not bypass its core defenses.
Characters who restore desecrated graves can remove one burial chain from the encounter, reducing the Bell-Warden's available uses of Raise the Bound Dead by one.
The occult second NPC can identify the true wording of the ancient oath, allowing the party to weaken the Bell-Warden before combat.
The quest-giver's seal gives the Bell-Warden advantage on attacks against the bearer, but publicly revealing the seal's history can remove the Bell-Warden's Oathbound Fury trait.
A willing living oath-bearer can interrupt the second phase by taking the Bell-Warden's place at the Oath-Stone.

Ways to avoid a fight

The party can negotiate if it reaches the Oath-Stone and speaks the original oath accurately.
A character can spend 10 minutes restoring a desecrated grave and make a DC 15 Religion or History check. On a success, one undead guardian becomes peaceful and the Bell-Warden loses 10 hit points.
The occult NPC can perform a three-round rite using the correct oath wording, a bowl of grave soil, and a living person's freely given blood. The rite suppresses the Bell-Warden's legendary actions for 1 minute.
The quest-giver can confess their family's role and surrender the ancestral seal. If the confession is sincere, the Bell-Warden loses its resistances to bludgeoning, piercing, and slashing damage for 3 rounds.
A willing character can become the new oath-bearer by touching the Oath-Stone and accepting the burden. The Bell-Warden then becomes a nonhostile spirit and disappears at dawn.

Ecology

A towering undead jarl clad in antlered iron armor, its ribs opened around a cracked bronze bell fused to its skeleton. Gold veins run through its blackened bones. Burial chains trail from its shoulders and disappear into the earth. A crown of old rootwood and antlers frames a skull filled with dim amber fire. Its footsteps sound like distant funeral drums.

Behavior

The Bell-Warden is formal, patient, and terrifyingly literal. It speaks as though every sentence were part of a legal oath. It does not kill randomly. It punishes broken promises, desecration, theft from the dead, and attempts to leave the dungeon without answering its summons. It may spare characters who show courage, restore a grave, or admit a truth they hoped to conceal.

How it lives

The Bell-Warden does not feed, sleep, or reproduce. Its presence sustains the undead outbreak by converting broken promises, grave robbery, and concealed guilt into spiritual unrest. The dead beneath the Old Hills gather around it as both prisoners and witnesses.

Lair

The Oath-Stone chamber is a circular crypt with six sealed barrow doors, a central stone engraved with the original pact, and a ceiling lost in darkness. Each barrow door contains one undead guardian. The chamber is difficult terrain for living creatures unless they carry a recognized oath-token. The Bell-Warden can hear every spoken promise made within the dungeon.

Habitat
The deepest crypt beneath the Old Hills, especially a barrow complex built around an ancient oath-stone, flooded burial tunnels, root-choked halls, and chambers lined with rusted bells.

Signs that it is near

A distant bell tolls whenever a character lies about the dungeon's history.
Fresh gold dust gathers inside sealed tombs.
Dead animals are found arranged in circles facing the Old Hills.
Rust spreads across weapons carried by characters who break a promise.
The party hears chain movement beneath floors that appear solid.

Tags

undead,
boss,
legendary,
horror,
barrow,
guardian,
mythic,
tragic antagonist

Lore

Long before the land was called De Gylleneåsarna, the jarl Hroth Vargsson swore that his people would guard the burial hills and leave the dead undisturbed. In return, the dead would hold back a winter darkness beneath the mountains. Hroth chose to die beneath the hills and become the first Bell-Warden. Centuries later, his descendants broke the oath, stripped gold from the tombs, and altered the surviving records. The current quest-giver descends from the family that ordered the desecration. The second NPC, an occult scholar or hedge-priest, knows that the Bell-Warden's command was never to destroy the living. It was to expose the lie and ensure that the oath was honestly renewed.

What drives it

To complete the ancient command by forcing the truth of the broken oath into the open. If that is impossible, it seeks revenge against the descendants and institutions that concealed the betrayal. Above all, it wants release from an office that has lasted far beyond its intended term.

After the fight

The undead outbreak ends only if the Bell-Warden is destroyed, released, or replaced. If destroyed, the Old Hills fall silent, but the ancient oath is broken and restless dead may rise again during future betrayals. If freed, the Bell-Warden's spirit becomes a cold golden light that departs into the hills, leaving the dungeon safe but exposing the quest-giver's ancestral crime. If replaced by a living oath-bearer, the dungeon becomes a sealed holy tomb and the new bearer gains a powerful but burdensome connection to the land. The quest-giver's hidden culpability becomes public in every outcome unless the party chooses to conceal it.

“In return, the dead would hold back a winter darkness beneath the mountains.”
From its lore

Variants

The Oath-Eater: Replace Grave-Maul with a hooked executioner's sword. It gains advantage on attacks against creatures that have broken a sworn promise.
The Hollow Jarl: Remove the bell and give the creature a mounted skeletal elk. It gains a charging attack and commands all undead beasts in the dungeon.
The Golden-Ash Revenant: Replace the bell with a cloud of golden ash. Its aura obscures sight and slowly petrifies creatures who refuse to acknowledge the truth.
The Living Replacement: A willing oath-bearer becomes a nonhostile NPC guardian with 100 hit points, resistance to necrotic damage, and the ability to seal the dungeon once per year.

Hooks

Plot hooks

The quest-giver hires the party to recover a family relic, concealing that the relic is the seal used to falsify the old oath.
The second NPC recognizes the dungeon's markings and knows a ritual that could free the Bell-Warden, but fears that the released spirit will expose their own ancestor's role in the betrayal.
Every undead attack in the region occurs after someone breaks a promise made near one of the old hills.
A golden ash falls from the sky whenever the Bell-Warden tolls, marking homes whose inhabitants have profited from the barrow desecration.
A rival descendant seeks to replace the Bell-Warden with a bound champion under their control, risking a permanent undead kingdom beneath De Gylleneåsarna.

How to use it

Use the Bell-Warden as the final guardian of a dungeon where every chamber reveals part of the original betrayal.
Place three investigation sites before the final chamber: a looted royal grave, a sealed oath tablet, and a hidden ledger proving the quest-giver's ancestor broke the pact.
Allow the party to enter the final battle with one or more weakened features if they complete the investigation.
Make the bell audible throughout the dungeon so the monster feels present before it is seen.
Use a three-stage encounter: negotiation at the Oath-Stone, combat among awakening barrows, and a final choice involving destruction, release, or replacement.

Treasure

The Antler Crown, a historical relic worth 2,500 gp to the right collector.
The Golden Oath-Seal, which grants advantage on one History or Religion check concerning the Old Hills, then crumbles.
A black iron shard from the cracked bell that can be forged into a weapon dealing an extra 1d4 necrotic damage against undead.
The true oath tablet, which can expose the quest-giver's family and establish the party as legal protectors of the Old Hills.

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