Large
Undead
CR 10
Neutral Evil
Tollriven Bell
Mournful Colossus
A towering bell formed of corroded metal and a web of stitched bone, the Tollriven Bell hangs suspended on a chain of knotted sinew and hollow vertebrae. When it tolls, the sound is not merely heard but felt in the skull: victims stagger as memories fragment, voices loop inside their heads, and for a moment the world slips into an unbearable echo of grief. Its bell tolls regardless of wind or hand, drawing prey with a slow, hypnotic rhythm and leaving shattered minds and thrumming landscapes in its wake.
Armour
17
natural armor (metal-bone shell)
Hit points
189
18d10+90
Speed
10ft
10 ft., fly hover 30 ft.
Challenge
10
5,900 XP
STR
19
+4
DEX
8
-1
CON
20
+5
INT
14
+2
WIS
16
+3
CHA
18
+4
Saving throws
STR +8, CON +9, WIS +7
Skills
Perception +7, Intimidation +8
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
charmed, frightened, poisoned
Senses
darkvision 60 ft., passive Perception 17
Languages
understands Common but can't speak
Multiattack. The Tollriven Bell makes two Resonant Strike attacks.
Resonant Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) bludgeoning damage plus 9 (2d8) thunder damage.
Dissonant Peal (Recharge 5-6). The bell emits a horrific, layered toll in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) thunder damage and is stunned until the end of its next turn; on a successful save, it takes half damage and is not stunned. Creatures that fail the save also gain a haunting echo in their minds: at the start of their next turn they take 9 (2d8) psychic damage and have disadvantage on attack rolls until they complete a short or long rest unless they succeed on a DC 16 Wisdom check to clear the echo.
Toll of Unmaking (1/Day). The Tollriven Bell rings a single, world-shaking note. All creatures within 120 feet that can hear it must succeed on a DC 16 Wisdom saving throw or have one memory ripped away (chosen by the DM: a name, a particular skill, a recent event, or an important personal memory). A creature that fails the save also takes 27 (6d8) psychic damage and is incapacitated for 1 minute. A creature can repeat the Wisdom save at the end of each of its turns, ending the incapacitated condition on a success; on a success, the creature does not recover the lost memory.
Echoing Rebound. When the Tollriven Bell is hit by a melee attack, it can release a muffled chime. The attacker must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on its next attack roll.
Scholars trace the Tollriven Bell's emergence to the funerary cult of Lethseir, a forgotten necromancer-priest who sought to bind communal sorrow into a physical instrument. Legends say Lethseir fused the remains of mourners, the iron from desecrated sanctuaries, and a fragment of a banshee's wail to craft a bell that would preserve grief as fuel. The cult dissolved, but the bell remained—tolling in ruined crypts and on cliffside graves where storms and sea-salt amplify its note. Communities that hear a distant, rhythmic toll speak of 'the long sentence'—a period where crops fail and minds fray. The archivist Hestyn Vole of High Barrow compiled a brittle folio, The Ringing of Lethseir, recording survivors' testimonies: many describe waking with memories that belonged to strangers and dreams that cause waking amnesia. The cathedral order known as the Braziers of Dawn now patrols old graveyards to silence bells before they can claim whole towns, and tomb-robbers sometimes risk the bell's toll to harvest the rare 'soul-ore' it leaves behind when it devours a mind.
Imagine a bell roughly the height of a man but as wide as a doorway, its rim jagged and pitted with runic corrosion. Its outer surface is a collage of hammered metal plates patched with stitched bone segments; ribs of femur and jawbone loop as decorative filigree. Where seams meet, tiny skulls gape as if whispering. The clapper is a fused heart-shaped mass of gelatinous sinew threaded through a chain of vertebrae; each vertebra ticks faintly as the bell moves. Rust blooms like tears down its sides, and faint, ephemeral sigils—like trapped fingerprints of sound—pulse along its lip when it prepares to toll. Scale notes: the bell spans about the width of a castle doorway and hangs from a chain long enough that a tall human could stand beneath its lip without touching it.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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