The Bellmaw of Deep Rumble - AI-generated fantasy Monster

The Bellmaw of Deep Rumble

Once a dockside flood-beast captured outside Waterdeep, the creature was modified by a promoter who discovered that its chest cavity rang like a war drum. In the arena circuit it became a profitable disaster, advertised as a monster that could not be killed cleanly and could only be beaten by nerve, teamwork, or the right sound. The figure from Brok's past may know that the bellmaw once responded to a particular marching cadence, and that cadence is tied to the same forge-cult that made Vorundr. That makes the beast not just an attraction, but proof that someone has been tracking the hammer for a long time.

Largemonstrosity(unique arena beast)CR Highunaligned

The Bellmaw of Deep Rumble

arenawaterdeeppublic spectaclebossbeastthunderchaindocksquest tie-in
HP136AC16SPDwalk 30 ft., swim 30 ft.CR8AthleticsIntimidationPerception
STR
20
save
DEX
12
CON
16
save
INT
6
WIS
14
save
CHA
10
Arena-Trained Instincts. The bellmaw has advantage on saving throws against being frightened or charmed while at least one chain or bell ring remains attached to its harness.
Overcharged Rattle. If the bellmaw takes thunder damage, its next attack before the end of its next turn deals an extra 7 () thunder damage, but it cannot use Rattle the Ribs until the end of that turn.
Ring-Tracked Charge. The bellmaw can move through a space as narrow as 5 feet wide without squeezing if it is moving toward a creature it can hear.
Multiattack. The bellmaw makes two attacks, choosing from Slam and Chain Lash. It can replace one Slam with Crushing Wave if available.
Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage plus 4 () thunder damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Chain Lash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 11 () slashing damage, and the target is grappled (escape ) if it is Large or smaller. Until this grapple ends, the target is restrained, and the bellmaw cannot use Chain Lash on another target.
Rattle the Ribs. The bellmaw emits a concussive roar in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 27 () thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the save also cannot take reactions until the start of its next turn. The bellmaw can use this action only if it has not taken thunder damage since the end of its last turn.
Crushing Wave. The bellmaw surges with arena-water and leaps up to 20 feet to an unoccupied space it can see. Each creature within 5 feet of the space it leaves or enters must succeed on a Dexterity saving throw or take 10 () bludgeoning damage and be pushed 5 feet. This movement does not provoke opportunity attacks.
Reverberating Rebuff. When a creature within 10 feet of the bellmaw hits it with a melee attack, the bellmaw can force that attacker to make a Strength saving throw. On a failed save, the attacker is pushed 10 feet straight away from the bellmaw and knocked prone. On a successful save, the attacker is not pushed.
Hitch and Surge. The bellmaw moves up to half its speed without provoking opportunity attacks.
Hook the Line (Costs 2 Actions). The bellmaw makes one Chain Lash attack.
Bellshock Burst (Costs 2 Actions). If the bellmaw has not taken thunder damage since the end of its last turn, it uses Rattle the Ribs.
Visual sheet

Turn The Bellmaw of Deep Rumble into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships