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Jory's Bell - AI-generated fantasy Monster

Jory's Bell

The creature is called Jory's Bell because Jory Fen, a tollkeeper, survived its first recorded attack by wedging himself inside a toll chest. His bell was swallowed and later emerged intact, still ringing faintly in the creature's throat. Since then, locals have used his name as both warning and proof that the thing can be escaped.

Large monstrosity · CR 7 , requested threat; calibrated as a CR 6 encounter for a level 5 party · Uncommon

Jory's Bell

A brass-shelled ambush hunter whose hollow throat produces a lure like a distant handbell.
AC16
HP112/112
CR7 , requested threat; calibrated as a CR 6 encounter for a level 5 party
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 16 · HP 112 · CR 7 , requested threat; calibrated as a CR 6 encounter for a level 5 party

Jory's Bell

Large monstrosity (monstrosity), chaotic neutral
Armor Class16 (natural armor)
Hit Points112 (15d10 + 30)
Speed
30 ft.,
Climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsPerceptionStealth
Weaknesses
Its lure is an audible sound and can be defeated by silence, distance, or a loud competing noise.
It has no ranged attack and depends on reaching prey.
Senses
Darkvision 60 ft.,
Blindsight 10 ft.,
Passive Perception 14
Languages
Understands Common but cannot speak
Challenge7 , requested threat; calibrated as a CR 6 encounter for a level 5 party
Hit Dice15d10 + 30
Proficiency Bonus+3
Still as a Toll. The Jory's Bell has advantage on Dexterity (Stealth) checks made in rocky terrain, ruined structures, or dense undergrowth.
Borrowed Ring. The Jory's Bell can produce a quiet, convincing handbell note. It can be heard clearly up to 300 feet away in still conditions. This sound is not magical and does not force creatures to approach.

Actions

Multiattack. The Jory's Bell makes two attacks, one with its Hooked Claw and one with its Brass Tongue.
Hooked Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () slashing damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet toward the Jory's Bell.
Brass Tongue. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () thunder damage. The target must succeed on a Constitution saving throw or be unable to take reactions until the start of its next turn.
Shattering Peal. The Jory's Bell releases a concussive peal in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 22 () thunder damage on a failed save, or half as much damage on a success. A creature that fails is also pushed 10 feet away. The Jory's Bell cannot use this action again until it finishes a short or long rest.

Reactions

Ringing Recoil. When a creature the Jory's Bell can see hits it with a melee attack, the Jory's Bell can move up to 10 feet without provoking opportunity attacks. It cannot use this reaction while incapacitated.

Legendary Actions

Skitter. The Jory's Bell moves up to half its speed without provoking opportunity attacks.
Raking Claw. The Jory's Bell makes one Hooked Claw attack. It cannot pull the target with this attack.
Role
Ambusher and battlefield controller
Built for
5

Gear

  • Lure Bell (Trophy, Worth 5 gp to a collector; a local may recognize its maker's mark.)A small, dented handbell on a leather cord, taken from a traveler long ago.
  • Shell Plates (Trade Goods, Worth 25 gp total to a metalworker or alchemist.)Three brass plates have been pried loose from its shell.

Notes for the game master

The Jory's Bell is a custom creature, not a canonical D&D monster.
Its Shattering Peal is a limited-use action, not a spell.
It has two legendary actions per round, used at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Tactics

  1. Opening

    Wait in a cramped approach or behind a fallen tree, then lunge at the loudest or most heavily armored intruder. If several foes bunch together, open with Shattering Peal.

  2. Mid-fight

    Use the Hooked Claw to pull a target away from allies, then attack with the Brass Tongue. Save Shattering Peal for clustered foes or to interrupt a dangerous advance.

  3. End of the fight

    When bloodied, use Shattering Peal to break a tight formation, then drag an isolated target toward a narrow passage. If two or more foes remain at range, keep cover between them and close only when a target is separated.

  4. Retreat

    It retreats when reduced to 30 hit points or fewer if it can reach a bolt-hole. It does not pursue prey beyond its familiar territory, but it may fight to the death if cornered.

How it fights

Use cover and elevation to approach without revealing its outline.
Pull one target away from the group, then focus attacks on that target.
Avoid remaining adjacent to several melee combatants after using Shattering Peal.

Who it attacks first

A lone creature within reach of its Hooked Claw.
A creature making conspicuous noise or carrying a ringing metal object.
A wounded target separated from the party.

Works well with

A narrow passage or ravine lets it pull a target away from allies and limits escape routes.
A noisy environment can mask the lure and make its ambush harder to predict.

How to beat it

A creature that keeps beyond the Hooked Claw's reach is difficult for it to isolate.
Silence prevents its Shattering Peal and suppresses the audible lure, though the creature can still attack normally.
Thunder resistance helps against its strongest burst and its Brass Tongue.
Ranged attackers can exploit its poor ability to cross open ground quickly.

Ways to avoid a fight

Its imitation of a handbell can lure a curious character toward its den without immediately starting a fight.
It may be distracted by an offered metal object that rings clearly when struck.
A trapped or wounded Jory's Bell can be bargained with through gestures and food, though it understands Common.

Ecology

A six-legged, hunchbacked creature with a shell of tarnished brass plates and a long, hooked forelimb. Its throat ends in a hollow, bell-shaped chamber; a black, flexible tongue swings inside it, striking the shell with a dull note whenever it breathes. Its face is a cluster of pale sensory pits beneath a crown of cracked metal.

Behavior

It is a patient ambush predator that imitates the single note of a lost handbell to draw curious travelers closer. It prefers to separate prey from the group, and it does not waste effort on creatures that stay together and keep their distance.

How it lives

It nests in abandoned tollhouses, old quarries, and places where metal objects have been left to rust. It eats large animals and occasionally takes a lone traveler, but it will abandon a feeding ground that becomes too noisy or heavily hunted.

Lair

Its den is usually a dry cavity beneath a ruined tollhouse or wedged into a ravine wall. The entrance is cluttered with polished pebbles, scraps of metal, and bones arranged to rattle when disturbed.

Habitat
Old roads, wooded ravines, ruined toll stations, and abandoned industrial sites.

Signs that it is near

A single, distant handbell note with no visible source.
Scrapes and dents in metal objects, all at the same low height.
Small bones arranged in a rough circle beneath a ledge.

Tags

Ambusher,
Custom Monster,
Thunder

Lore

The creature is called Jory's Bell because Jory Fen, a tollkeeper, survived its first recorded attack by wedging himself inside a toll chest. His bell was swallowed and later emerged intact, still ringing faintly in the creature's throat. Since then, locals have used his name as both warning and proof that the thing can be escaped.

What drives it

Hunt quietly, feed, and protect its den. It has no interest in treasure, but it hoards small bells and metal tokens because their sounds help it lure prey.

After the fight

When slain, its bell-like shell gives one final clear note. The sound carries for miles, and any creature that has heard its peal dreams of a distant ringing for the next three nights.

“His bell was swallowed and later emerged intact, still ringing faintly in the creature's throat.”
From its lore

Variants

A younger Jory's Bell has 75 hit points, no legendary actions, and can use Shattering Peal only once per day.
A scarred veteran bears a split shell and can use Shattering Peal twice per day, but its Armor Class is 15.

Hooks

Plot hooks

A string of travelers has vanished along a road where a tollhouse bell rings after midnight.
Jory Fen's descendants ask the party to recover the original handbell from the creature's den.
A metalworker wants a living specimen's shell plates for a resonant instrument, but the creature has learned to recognize the worker's distinctive hammer rhythm.

How to use it

Use it as a dangerous solo ambusher for a level 5 party, especially in constricted terrain.
Foreshadow it with distant bell notes and freshly stripped patches of bark where it has tested its claws.
For a less lethal encounter, have it flee after using Shattering Peal or reduce its hit points to 90.

Treasure

The dented handbell in its den may have sentimental value or identify a missing traveler.
Its brass plates can be sold for the value listed in Gear.

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