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Ashen Bell Warden - AI-generated fantasy Monster

Ashen Bell Warden

The old priesthood built the Ashen Bell Warden to protect a sanctum where the names, vows, and remains of sacrificed people were sealed into the temple foundations. The guardian was commanded to defend the priesthood’s descendants and suppress all witnesses. The priesthood eventually abandoned the temple after the sacrifices became impossible to conceal, but the warden remained faithful to its final order. NPC 0 was once a feared ward of the temple and knows how the warden selects targets. NPC 1 preserves the keeper’s command words and may be able to redirect or release it. NPC 2 could become its target or potential master by claiming descent from the priesthood. Monster 2 is the thing the warden is trying to contain beneath the sanctum. Region 7 is the deeper entity embedded in the temple’s foundations, whose influence is leaking through the bell-heart.

LargeConstruct(Construct)CR HighLawful Neutral

Ashen Bell Warden

abandoned templeguardianconstructundead voicesbell magicradiantnecroticforced movementanimated architectureritual puzzlesocial boss
HP168AC+9SPD30 ft., climb 20 ft.CR10 (5,900 XP)InsightPerceptionReligion
STR
20
DEX
14
CON
18
save
INT
10
WIS
16
save
CHA
16
save
Constructed Guardian. The warden does not need to eat, drink, breathe, or sleep.
Magic Resistance. The warden has advantage on saving throws against spells and other magical effects.
Consecrated Violence. The warden’s weapon attacks are magical. When the warden hits a creature that has damaged a temple relic, crossed a sealed threshold, or desecrated a memorial, the attack deals an extra 4 () thunder damage.
Resonant Awareness. The warden can sense the location of any creature inside the temple that speaks a command word, rings a bell, or touches a marked altar.
Ritual Persistence. At the start of each of its turns, the warden can end one effect causing it to be charmed, frightened, deafened, or silenced. If three or more parts of the ritual pattern have been disrupted, it loses this trait until the end of the encounter.
Sanctum-Bound. The warden’s body is anchored to the temple. It cannot willingly move more than 300 feet from the sealed sanctum unless the sanctum is opened or its command is rewritten.
Multiattack. The warden makes two Bell-Hammer attacks and one Grasping Chain attack.
Bell-Hammer. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage plus 7 () thunder damage. If the target is Large or smaller, the warden can push it up to 10 feet.
Grasping Chain. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 12 () slashing damage plus 9 () necrotic damage, and the target must succeed on a Strength saving throw or be restrained by spectral chains until the end of its next turn.
Resonant Judgment. The warden strikes its cracked bell-heart. Each creature of the warden’s choice within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 27 () thunder damage, is pushed up to 15 feet, and is deafened until the end of its next turn. On a successful save, it takes half damage and is not pushed or deafened. Undead and constructs that fail the save are also knocked prone.
Animate the Temple. The warden chooses a point it can see within 90 feet. Stone pews, pillars, statues, or sections of wall erupt into grasping architectural limbs in a 15-foot-radius sphere centered on that point. Each creature in the area must succeed on a Dexterity saving throw or take 18 () bludgeoning damage and become restrained until the end of its next turn. The area becomes difficult terrain until the start of the warden’s next turn.
Ashen Benediction. The warden releases a burst of pale funeral light in a 20-foot-radius sphere centered on itself. Each creature of its choice in the area must make a Dexterity saving throw, taking 22 () radiant and necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save cannot regain hit points until the end of its next turn.
Command of the Unnamed. The warden targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or hear the voices of the sacrificed dead. Until the end of the target’s next turn, it is frightened, its speed is reduced to 0, and it must use its reaction, if available, to move up to half its speed toward the nearest sealed doorway or altar.
Unbroken Procession. When a creature within 30 feet moves willingly, the warden forces the creature to make a Strength saving throw. On a failure, the creature’s movement ends and it is pulled 10 feet toward the nearest altar or sealed doorway. The warden can use this reaction once per round.
Hammering Toll. The warden makes one Bell-Hammer attack.
Procession of Stone. The warden moves up to half its speed without provoking opportunity attacks. One piece of temple architecture moves with it, granting half cover until the start of the warden’s next turn.
Funeral Procession (Costs 2 Actions). One creature the warden can see within 60 feet must succeed on a Strength saving throw or be pulled up to 20 feet toward the warden and knocked prone.
Refrain of the Last Hymn (Costs 3 Actions). The warden uses Ashen Benediction or Command of the Unnamed, if available.
Cantrips
ThaumaturgyTransmutation The warden can cast these spells without material components, using Wisdom as its spellcasting ability.
Word of RadianceEvocation The warden creates a resonant burst or minor temple sign, such as a flickering flame, closing door, or distant bell.
1st level
Hunter's MarkDivination The warden marks a creature or object with a faint name-glyph, allowing it to track that target within the temple for 24 hours.
CommandEnchantment The warden forces a creature to obey a one-word command related to kneeling, approaching, fleeing, or silencing itself.
2nd level
DarknessEvocation The warden fills a 20-foot-radius area with magical darkness that only the warden can see through.
3rd level
Hold PersonEnchantment The warden attempts to paralyze one creature that has violated a temple threshold or ritual boundary.
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