Still Bell Cultist - AI-generated fantasy Monster

Still Bell Cultist

The Still Bell is a vow taken by those who believe the dead deserve the first and final word. Its cultists claim that every spoken secret awakens the hungry bones beneath the fortress. In truth, the cult uses silence to hide its movements, isolate witnesses, and keep something ancient below Bone Bastion from learning the shape of living voices. The skulls that seem to watch in the corridor are not merely decorative. Many are fitted with tiny listening hollows, and a few are bound with whispering rites that let the cult hear footsteps through stone.

MediumHumanoid(Humanoid, cultist)CR 1Lawful Evil

Still Bell Cultist

cultistsilencefearbonedungeoncorridorundead-adjacent
HP27AC13SPDWalk 30 ft., Climb 20 ft. over stone and bone-latticed wallsCR1PerceptionStealthReligion
STR
10
DEX
14
CON
12
save
INT
13
WIS
11
save
CHA
8
Blend with the Ossuary. The cultist has advantage on Dexterity (Stealth) checks made in dim light, darkness, or among bone piles and skull niches.
Ossuary Resolve. While the cultist is within 10 feet of at least one skull alcove or bone pile, it has advantage on saving throws against being frightened.
Still Bell Aura. The cultist's sealed bell creates a hush around it. The first time each round a creature within 10 feet of the cultist casts a spell with verbal components, that creature must succeed on a Constitution saving throw or the spell is disrupted and the slot is wasted.
Skull Rod. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage, and if the target is a creature it must succeed on a Wisdom saving throw or its voice catches in its throat until the end of its next turn. A creature whose voice is caught can't speak above a whisper and can't provide verbal components for spells.
Bell of Stillness. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 4 () necrotic damage, and the target can't take reactions until the start of its next turn. If the target is already frightened, it instead takes 7 () necrotic damage.
Hushed Procession. Each creature of the cultist's choice within 10 feet that can hear it must make a Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn. If a creature fails this save by 5 or more, it is also deafened until the end of its next turn as the bell-ring in its bones drowns out all other sound. Once used, this feature can't be used again until the cultist finishes a short or long rest.
Mute Flinch. When a creature the cultist can see moves within 5 feet of it, the cultist imposes disadvantage on the triggering attack roll if that attack can be heard clearly. If the attack is made while the cultist is in dim light or darkness, the attacker also can't take opportunity attacks against it until the start of its next turn.
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