The Answering Bell
Armor Class 14 (iron casing)
Hit Points 22 (5d6+5)
Speed 20 ft. climb 20 ft.
Skills Stealth +4, Deception +3
Damage Resistances psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
Reactions
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"It rang three times, and I said, 'Poor thing.' Then it started ringing from inside my chest." โ Elsin Dorr, last caretaker of Saint Vey
Lore & Description
Appearance
The Answering Bell is a fist-sized bronze doorbell, green with age and furred with black corrosion. Its cracked porcelain button resembles a single milky eye, while its mounting screws flex like little insect legs. No wire connects it to anything. When it rings, the sound is warm and domestic at first, then becomes the remembered chime of every door the listener has ever stood before. A thin brass tongue occasionally slips from beneath its casing to taste the air.
Behavior & Origins
Answering Bells are created when a lonely household dies without anyone answering its final knock. They attach themselves to abandoned homes, roadside shrines, mausoleums, and sometimes the doors of grieving people. The bell begins with harmless ringing and a small, plaintive voice asking to be let in. It becomes dangerous when someone pities it, because sympathy gives the construct a sense of ownership: the responder is no longer a visitor but something to be collected. The bell called Morrow hangs beneath the ruined hospice of Saint Vey, where it has gathered seven wax-sealed names and now wants the town's mayor to answer its midnight summons.
Running The Answering Bell
Tactics
The bell begins concealed as a fixture and uses Ringing Lure to make one creature approach or hesitate. It targets anyone who offers sympathy with Collecting Ring, then uses walls, doorways, and ceilings to keep marked prey close while biting at them. If reduced below half its hit points, it rings continuously and retreats toward a narrow passage or abandoned doorway; it fights to the death if a marked creature is within 5 feet, but flees if no one has pitied it.
DM Tips
- Telegraph the danger with repeated ringing from locked doors, fresh brass scratches around old fixtures, and victims who insist they heard someone politely asking for help.
- Play the bell's voice as soft, embarrassed, and apologetic; it should never threaten anyone until a character says they feel sorry for it.
- Make pity a meaningful choice: characters can avoid its advantage by treating it as a hostile object, but compassion makes the encounter more dangerous.
- For a weaker party, reduce the Collecting Ring save DC to 10 and remove the bonus psychic damage from Latch-Bite; for a stronger party, give it two bells hidden nearby that ring in alternating turns.
Loot
- Brass Nameplate — A tarnished plate engraved with the name Morrow. It becomes warm when held near a door belonging to someone the bell has collected.
- Seven Wax-Sealed Names — Tiny wax seals hidden inside the casing, each bearing a victim's name. Breaking a seal causes that victim to dream of an open doorway for one night.