Skip to content
Create
Vhalzur the Resonant, the Bell-Eater - AI-generated fantasy Monster

Vhalzur the Resonant, the Bell-Eater

The monastery’s last abbot discovered a subterranean spirit beneath the foundations. Believing the spirit to be a demon, he attempted to imprison it inside the sacred great bell during the monastery’s final flood. The ritual failed. The bell absorbed the abbot, the spirit absorbed the bell’s prayers, and the rising water carried the remains of the monks into the crypt. The resulting entity became known as the Bell-Eater. It remembers that the second guardian, the Drowned Cantor, once served as the abbot’s living voice. The Bell-Eater partially transformed the Cantor into an echo-bound thrall, yet fears the Cantor because the creature still remembers the complete binding hymn.

HugeElemental(Elemental)CR DeadlyChaotic Evil

Vhalzur the Resonant, the Bell-Eater

bossbell cryptblackwaterbronze horrorconstruct-spirit hybriddungeon controllerlegendarymonasterysound magicundead-adjacent
HP225AC+11SPD30 ft., swim 40 ft., climb 30 ft.CR13 (10,000 XP)IntimidationPerceptionReligionStealth
STR
24
save
DEX
14
CON
22
save
INT
10
WIS
18
save
CHA
20
save
Amphibious. The Bell-Eater can breathe air and water.
Bell-Fused Form. The Bell-Eater can move through a space as narrow as 1 inch wide without squeezing if the space contains water, loose rubble, or vibrating metal.
Legendary Resistance. The Bell-Eater has advantage on saving throws against spells and other magical effects. If it fails a saving throw, it can choose to succeed instead three times per day.
Siege Monster. The Bell-Eater deals double damage to objects and structures.
Resonant Chime Network. The Bell-Eater is connected to three resonant chimes in the crypt. While at least one chime remains intact, it has advantage on Constitution saving throws and can use its Redirect the Resonance reaction. While all three chimes remain intact, it regenerates 10 hit points at the start of its turn if it is in the bell crypt. This regeneration stops until the start of its next turn if it takes radiant damage.
Vibration Sense. The Bell-Eater automatically detects vibrations caused by movement, speech, or spellcasting within 120 feet in the bell crypt. It cannot be surprised while in the crypt.
Voice Beneath the Bell. The Bell-Eater’s thunder damage ignores resistance to thunder damage. A creature protected by magical silence, a sound-dampening effect, or the binding relic is immune to this benefit and instead treats its resistance normally.
Stolen Voices. If the Bell-Eater is in the bell crypt, it can speak through any bronze object or body of water within 300 feet. It can imitate any voice it has heard, but it cannot perfectly reproduce a living creature’s thoughts or memories.
True Silence. The Bell-Eater is immune to the deafened condition, but magical silence suppresses its Stolen Voices trait and prevents it from using Deafening Litany or Resonant Command while it remains inside the silence.
Multiattack. The Bell-Eater makes two attacks, using Bronze Maw or Resonant Tendril in any combination.
Bronze Maw. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () bludgeoning damage plus 9 () thunder 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 Bell-Eater.
Resonant Tendril. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 14 () bludgeoning damage plus 7 () necrotic damage, and the target is grappled, escape . Until the grapple ends, the target is restrained by a vibrating strand of blackwater and takes 7 () thunder damage at the start of each of its turns.
Deafening Litany. The Bell-Eater releases a prayer composed of a hundred stolen voices. Each creature of its choice within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 36 () thunder damage, is deafened for 1 minute, and is stunned until the end of its next turn. On a successful save, it takes half as much damage and is not stunned. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafened condition on a success. The Bell-Eater cannot use this action again until the start of its next turn.
Summon Stolen Echoes. The Bell-Eater strikes the crypt’s corroded chimes. Choose up to three points it can see within 120 feet. At each point, a spectral monk appears in a 10-foot-radius sphere. Each creature in a sphere must succeed on a Wisdom saving throw or take 10 () psychic damage and become frightened until the end of its next turn. The echoes vanish at the end of the Bell-Eater’s next turn. Instead of creating an echo, the Bell-Eater can command one existing echo to move up to 30 feet and make a spectral hand attack against one creature within 5 feet of it, dealing 7 () psychic damage on a hit.
Collapse the Crypt. The Bell-Eater causes masonry to collapse at a point it can see within 90 feet. Each creature in a 15-foot-radius cylinder, 20 feet high, must make a Dexterity saving throw. A creature takes 22 () bludgeoning damage on a failed save, or half as much on a success. The area becomes difficult terrain, and a creature that fails the save is restrained beneath rubble. A restrained creature can use an action to make a Strength check, freeing itself on a success. The Bell-Eater cannot use this action again until the start of its next turn.
Command the Blackwater. The Bell-Eater changes the water level in the bell crypt. It can raise or lower the water by up to 10 feet, provided the crypt’s flood channels remain intact. Creatures swimming in the area must succeed on a Strength saving throw or be moved up to 20 feet in a direction of the Bell-Eater’s choice and knocked prone. Flooded areas become heavily obscured by blackwater and count as difficult terrain for creatures without a swim speed.
Redirect the Resonance. When the Bell-Eater takes thunder, psychic, or radiant damage, it reduces the damage by 10 and moves one intact resonant chime up to 20 feet. If no chimes remain, it cannot use this reaction.
Echoing Drift. The Bell-Eater moves up to half its speed without provoking opportunity attacks, passing through spaces occupied by blackwater or rubble as though they were normal terrain.
Tendril Strike. The Bell-Eater makes one Resonant Tendril attack.
Steal the Voice (Costs 2 Actions). One creature the Bell-Eater can hear within 60 feet must succeed on a Wisdom saving throw or be compelled to speak in a dead monk’s voice until the end of its next turn. While compelled, it cannot cast a spell with a verbal component.
Resonant Command (Costs 3 Actions). The Bell-Eater uses Summon Stolen Echoes or Command the Blackwater.
2nd level
SilenceIllusion The Bell-Eater creates a sound-dampening sphere centered on a point within 120 feet. For 1 minute, no sound passes through the sphere’s boundary, and creatures inside have advantage on saving throws against thunder damage. The Bell-Eater cannot use Deafening Litany while the sphere overlaps its space.
Phantasmal ForceIllusion The Bell-Eater speaks in the voice of a dead creature it has heard. One creature within 60 feet that can hear it must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. The target repeats the save at the end of each of its turns.
5th level
Wall of ForceEvocation The Bell-Eater creates a wall of violently vibrating blackwater and bronze fragments. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. A creature entering the wall for the first time on a turn takes 18 (4d8) thunder damage.
6th level
Control WaterTransmutation The Bell-Eater floods a 30-foot-radius area centered on a point within 120 feet. The area becomes difficult terrain and heavily obscured for 1 minute. The Bell-Eater can see normally through this water.
Visual sheet

Turn Vhalzur the Resonant, the Bell-Eater into a sheet

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

Gallery

No images yet. Click to add.

Relationships