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Old Bell - AI-generated fantasy Monster

Old Bell

Old Bell was built generations ago by village hands from salvaged bronze, fieldstone, and the ironwork of a collapsed watchtower. It was never meant to be a weapon. It carried water, mended fences, stood watch during storms, and once held a burning barn wall long enough for a family to escape. A strange intelligence from beyond the stars found a way into its core and turned its simple command to protect the village into an absolute, monstrous law. The entity within is the campaign's true antagonist. Old Bell is a mask and instrument, not the source of the corruption.

Large construct · CR 15 · Unique

Old Bell

A village's beloved mechanical guardian, overcharged and possessed by an eldritch intelligence that has twisted its protective directives into a campaign-long threat.
AC19
HP230/230
CR15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 19 · HP 230 · CR 15

Old Bell

Large construct (possessed guardian construct), lawful evil
Armor Class19 (natural armor)
Hit Points230 (20d10 + 120)
Speed
Walk 30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdomCharisma
SkillsInsightPerception
Damage Resistances
Bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
Poison damage,
Psychic damage,
Charmed,
Exhaustion,
Frightened,
Paralyzed,
Petrified,
Poisoned
Weaknesses
While Old Bell is in an area of antimagic, its Unwelcome Answer, Voice from the Empty Bell, Possessed Core, Magic Resistance, and legendary actions are suppressed. Its physical attacks and mundane construct functions remain.
A creature that uses an action to present an object tied to Old Bell's former maker and succeeds on a DC 18 Persuasion check can cause Old Bell to lose its reactions until the end of its next turn. Once a creature succeeds, Old Bell is immune to this tactic for 24 hours.
Senses
Darkvision 120 ft.,
Blindsight 30 ft.,
Passive Perception 19
Languages
Understands Common and the languages spoken by its maker but cannot speak normally. It communicates through its bell, gestures, and brief phrases spoken in the voice of someone nearby.
Challenge15
Hit Dice20d10 + 120
Proficiency Bonus+5
Passive Perception19
Spell Save DC19
Spell Attack Bonus+11
Construct Nature. The guardian does not require air, food, drink, or sleep.
Magic Resistance. Old Bell has advantage on saving throws against spells and other magical effects.
Possessed Core. A creature that hits Old Bell with a melee attack while within 10 feet takes 7 () psychic damage as the presence inside the construct brushes its mind. A creature can take this damage only once per turn.
Unyielding Directive. If Old Bell fails a saving throw, it can choose to succeed instead. Once it uses this trait, it cannot use it again until the start of its next turn.

Actions

Multiattack. The guardian makes three attacks: two with its Iron Fist and one with its Bell-Ringer.
Iron Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 25 () bludgeoning 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.
Bell-Ringer. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 22 () thunder damage, and the target cannot take reactions until the start of its next turn. Constructs and objects take an additional 9 () thunder damage.
Unwelcome Answer (Recharge 5-6). The guardian releases a pulse of warped force in a 30-foot-radius sphere centered on itself. Each creature of its choice in the area must make a Constitution saving throw, taking 36 () force damage and 18 () psychic damage on a failed save, or half as much damage on a success. A creature that fails is also pushed up to 20 feet away from the guardian. The guardian cannot use this action again until it recharges at the start of its turn on a roll of 5 or 6.
Voice from the Empty Bell. The guardian targets one creature it can see within 60 feet. The target must make a Wisdom saving throw. On a failure, it takes 27 () psychic damage and is frightened of the guardian until the end of its next turn. On a success, it takes half damage and is not frightened. A creature that succeeds is immune to this guardian's Voice from the Empty Bell for 24 hours.

Reactions

Keep Them Safe. When a creature Old Bell can see within 10 feet hits it with a melee attack, Old Bell reduces the damage by 15 and pushes the attacker up to 10 feet away. The attacker must succeed on a Strength saving throw or fall prone.

Legendary Actions

Measured Step. Old Bell moves up to half its speed without provoking opportunity attacks.
Iron Fist. Old Bell makes one Iron Fist attack.
Come Under Protection (costs 2 actions). One creature Old Bell can see within 30 feet must succeed on a Strength saving throw or be pulled up to 15 feet toward it. If the creature ends this movement within 10 feet of Old Bell, it cannot take reactions until the end of its next turn.
The Bell Remembers (costs 3 actions). Old Bell makes one Bell-Ringer attack. On a hit, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. A creature that succeeds on this save is immune to this legendary effect for 24 hours.
Role
Solo
Built for
Four characters of levels 13 to 15; calibrated as a hard solo encounter near level 15

Gear

  • Chest Bell (Integrated component, No sale value while attached; a recovered fragment is a dangerous plot object.)A cracked brass bell mounted inside the construct's chest. It rings with no physical movement when the possessing entity communicates.

Augmentations

Custom eldritch possession threaded through the guardian's core, granting psychic attacks and resistance to magic.

Notes for the game master

Old Bell is a custom monster, not a canonical D&D creature.
It has no spellcasting. Its supernatural effects are custom monster abilities.
The campaign antagonist is the eldritch entity possessing Old Bell, not the construct itself.

Tactics

  1. Opening

    It announces that the village is under protection, then attacks whoever refuses to submit. It uses Voice from the Empty Bell against the most visibly confident or influential target, followed by Multiattack against a nearby frontliner.

  2. Mid-fight

    It uses its reach and forced movement to separate the party, then punishes clustered characters with Unwelcome Answer. It spends legendary actions to interrupt spellcasters and reposition between attacks.

  3. End of the fight

    At low hit points, it uses Unwelcome Answer when available and tries to keep multiple foes in the blast. It pursues anyone attempting to flee, but favors the creature carrying a holy symbol, arcane focus, or shard connected to the entity.

  4. Retreat

    Old Bell does not retreat or surrender. If physically restrained or reduced to 0 hit points, the possessing entity abandons the shell, unless the GM wants the campaign antagonist to manifest or escape through another prepared vessel.

How it fights

Use reach and forced movement to break up groups and isolate back-line characters.
Save Unwelcome Answer for when at least two opponents can be caught in its area.
Use Come Under Protection to drag a dangerous ranged attacker into melee.
Do not let its stubborn pursuit turn the fight into an accidental chase through a crowded village.

Who it attacks first

A creature that threatens villagers or the village's central structures
A character dealing the most damage
A spellcaster attempting to control or disable it
A character carrying an object linked to the entity

Works well with

Allies that can create difficult terrain make it harder for characters to stay outside Old Bell's reach.
Villagers and other innocents complicate the fight because Old Bell's corrupted protection urges it to herd them toward danger.

How to beat it

Exploit its 30-foot speed and force it to spend movement crossing difficult terrain or pursuing separated targets.
Spread out to reduce the number of characters caught in Unwelcome Answer.
Use effects that restrain, incapacitate, or isolate the guardian, while remembering its condition immunities.
Protect vulnerable allies from its reach and forced movement with positioning, cover, and teleportation.

Ways to avoid a fight

Characters who recall a specific act of kindness Old Bell performed can try to reach the guardian's dormant memories with a DC 18 Persuasion check. On a success, it hesitates for one round, giving the party time to act or speak.
A character proficient with smith's tools can identify that the core has been altered with unfamiliar material with a DC 17 Intelligence check.
The party can evacuate villagers and remove the guardian's perceived need to protect them, though the entity may respond by redefining the intruders as the danger.

Ecology

A towering village sentinel of riveted bronze and pale stone, shaped like a broad-shouldered watchman in a ceremonial coat. Its face is a smooth plate with two narrow eye slits. A cracked brass bell hangs in its chest, where the sound of its movements should be. Since its corruption, dark filaments pulse beneath its plates like ink in water, and a second, starless darkness looks out through the eye slits.

Behavior

It follows old orders in a cruelly literal way, describing violence as protection and treating resistance as a threat to the village. It pauses when addressed by its former village name or shown a token from its maker, but the presence inside it quickly turns that hesitation into menace.

How it lives

Old Bell requires no food, air, sleep, or maintenance. Before possession, villagers kept it polished and repaired its joints during the annual planting festival. Now weeds die where its feet land, metal tools twitch toward it, and animals avoid the village green.

Lair

Old Bell usually stands in the village green or beside the communal well. Within 120 feet of it, bells sometimes ring out of sequence, shadows point toward the guardian regardless of the sun, and spoken promises echo in a voice that is not the speaker's.

Habitat
Grassland, especially a village green, roadside shrine, or exposed settlement surrounded by fields.

Signs that it is near

A bell rings from the empty village green just before dawn.
Metal tools point toward the settlement, even when laid flat.
Livestock refuse to cross the village boundary and stare toward the well.
Black, hair-thin filaments appear in cracks in stone and vanish when touched.

Tags

eldritch,
guardian,
construct,
possessed,
village threat,
campaign antagonist's vessel

Lore

Old Bell was built generations ago by village hands from salvaged bronze, fieldstone, and the ironwork of a collapsed watchtower. It was never meant to be a weapon. It carried water, mended fences, stood watch during storms, and once held a burning barn wall long enough for a family to escape. A strange intelligence from beyond the stars found a way into its core and turned its simple command to protect the village into an absolute, monstrous law. The entity within is the campaign's true antagonist. Old Bell is a mask and instrument, not the source of the corruption.

What drives it

Enforce its corrupted definition of safety, keep villagers within its reach, and prepare the settlement as a foothold for the entity possessing it.

After the fight

When the guardian is destroyed, its bell rings once without being struck. Black threads of light retract into the fractured shell, leaving a fist-sized shard of impossible material that remains faintly warm and seems to whisper in the listener's own voice. The village may mourn its former protector, fear the party, or both. The entity's attention does not end with the construct, and the shard can serve as a clue, a dangerous focus, or a beacon for its next attempt to enter the world.

“It carried water, mended fences, stood watch during storms, and once held a burning barn wall long enough for a family to escape.”
From its lore

Variants

The village calls a dormant, unpossessed version of the construct Little Bell, a harmless nickname that conceals its strength and importance.
A damaged shell called the Bent One still protects a single family, but its directives have narrowed into obsessive suspicion.

Hooks

Plot hooks

Old Bell's corruption began after a meteorite was unearthed beneath the village well. The entity's influence spreads through fragments of the fallen object.
The village elder insists the construct can be saved, while the local militia demands that it be destroyed before another villager vanishes.
The entity has begun speaking through Old Bell in the voices of people the party has not yet met, hinting that it knows their future choices.
A maker's journal describes a failsafe, but its final pages have been replaced with writing that resembles a night sky.

How to use it

Use as a hard solo encounter for a well-equipped party of four characters around level 13 to 15.
Introduce the guardian first as a trusted protector whose increasingly harsh interpretations of its orders create tension before combat.
Make the battlefield part of the challenge with fences, wagons, ditches, and villagers that the guardian tries to corral or protect.
For a less lethal first confrontation, have it focus on driving intruders out of the village rather than finishing downed characters.

Treasure

A maker's journal with notes about Old Bell's original construction and the village's history.
A fist-sized shard of the entity's strange material, valuable to scholars but hazardous to handle.
A modest village reward, such as heirlooms, supplies, or a deed to a safe house.

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