Still Bell Wardens - AI-generated fantasy Monster

Still Bell Wardens

The Still Bell Wardens were first made when Bone Bastion's keepers discovered that ordinary guards could not hear intruders over the clamor of stored siege engines and shifting relics. They bound bell metal into the throats of the dead, then trained them to answer the chamber's acoustics instead of commands. Over time the room itself became part of the ritual, growing bone around its exits and teaching the wardens to punish sound as though it were theft.

Mediumundead(undead construct)CR 2typically lawful evil

Still Bell Wardens

undeadguardianbonebellsdungeoncontrollersentinel
HP45AC13SPDwalk 30 ft.CR2 (450 XP)PerceptionStealthIntimidation
STR
16
DEX
12
CON
15
save
INT
6
WIS
12
save
CHA
10
Relic Ward. The warden has advantage on saving throws against being frightened or charmed while within 30 feet of the chamber's bone growth or stored relics.
Chalk-Quiet Disruption. A creature that starts its turn within 10 feet of a warden must succeed on a Constitution saving throw or have disadvantage on its next Stealth check until the start of its next turn, as the dust and bell-chime betray every breath.
Bone-Hardened Punishment. The warden's weapon attacks deal an extra 3 () necrotic damage to creatures that are prone or grappled.
Bone-Cleft Halberd. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 3 () necrotic damage, and the target must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn as bone splinters lodge in the wound.
Still Bell Chorus. The wardens strike their casks, shelves, and hanging relic-chimes in a hollow, deadened rhythm. Each creature of the warden's choice within 15 feet that can hear it must make a Wisdom saving throw. On a failure, a creature takes 7 () thunder damage and cannot take reactions until the start of its next turn. On a success, it takes half damage and suffers no additional effect.
Rattleback Guard. When a creature the warden can see within 5 feet hits it with a melee attack, the warden can interpose a hooked cask-shield. The attacker must succeed on a Strength saving throw or be pushed 10 feet away from the warden and knocked prone if it collides with terrain or a creature.
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