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Piteous Doorbell

Small Construct, Neutral Evil


Armor Class 16 (natural armor)

Hit Points 85 (10d8+40)

Speed 10 ft. climb 10 ft.

STR 14 (+2)
DEX 12 (+1)
CON 18 (+4)
INT 8 (-1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Wis +5, Cha +6

Skills Stealth +4, Deception +6, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 15

Languages Common, telepathy 60 ft.

Challenge 5 (1,800 XP) Proficiency Bonus +3


The House Always Answers. The doorbell is fixed to a surface, creature, or object at the end of each of its turns unless it willingly detaches. While fixed, it can't be knocked prone or forcibly moved. A creature can use an action to attempt a DC 15 Strength (Athletics) check to tear it free; on a success, the doorbell detaches and takes 10 (3d6) bludgeoning damage. The doorbell can detach or fix itself to a surface within 5 feet of it as a bonus action.
Mercy's Toll. The doorbell has advantage on attack rolls and its Pity's Invitation save DC increases by 2 against a creature that has used an action to aid it, comfort it, apologize to it, offer it shelter, or otherwise treat it with pity. A creature affected by this trait knows only that the doorbell seems frightened, lonely, or harmless.
Answering Presence. When a creature within 60 feet hears the doorbell ring, it must succeed on a DC 15 Wisdom saving throw if it speaks to the doorbell, touches it, or willingly moves within 5 feet of it before the end of its next turn. On a failure, the creature is charmed by the doorbell until the end of its next turn and must use its movement to approach the doorbell by the safest available route. On a success, the creature is immune to this doorbell's Answering Presence for 24 hours.

Actions

Multiattack. The doorbell makes two Brass Striker attacks, or it makes one Brass Striker attack and uses Pity's Invitation.
Brass Striker. Melee weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage. If the target is charmed by the doorbell, it takes an additional 7 (2d6) psychic damage.
Pity's Invitation (Recharge 5-6). The doorbell emits a tiny, trembling chime and projects the image of a lonely, rain-soaked child beside an unopened door. Each creature of the doorbell's choice within 30 feet that can hear it must make a DC 15 Wisdom saving throw. On a failure, a creature is charmed for 1 minute. While charmed in this way, it must spend its turns moving toward the doorbell by the safest available route and can take only the Dash, Dodge, or Help action. The effect ends for a creature if it takes damage. A creature that succeeds is immune to this doorbell's Pity's Invitation for 24 hours.
Collect the Caller. One creature within 5 feet that is charmed by the doorbell must succeed on a DC 15 Charisma saving throw or vanish into the dark space behind the doorbell. The creature is transported to a cramped extradimensional foyer, is restrained, and can hear muffled bells and pleading voices. At the start of each of its turns, it takes 10 (3d6) psychic damage. The creature can repeat the saving throw at the end of each of its turns, escaping to an unoccupied space within 5 feet of the doorbell on a success. The doorbell can contain only one creature at a time; using this action while it contains a creature releases that creature into an unoccupied space within 5 feet.
Desperate Ring (3/Day). The doorbell rings with a sharp, unmistakable chime audible out to 300 feet. Each creature within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be unable to willingly move farther from the doorbell until the end of its next turn. A creature that fails this save also triggers Answering Presence if it speaks, touches the doorbell, or approaches within 5 feet before the effect ends.

Reactions

No, Please, Don't Go. When a creature within 5 feet of the doorbell moves away from it, the doorbell rings softly. The creature must succeed on a DC 15 Wisdom saving throw or have its speed reduced to 0 until the end of the current turn. If the creature fails by 5 or more, it is also charmed by the doorbell until the end of its next turn.

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"It only wanted someone to come inside. That was the first mistake." โ€” Mara Venn, survivor of Blackwell Row

Lore & Description

Appearance

The Piteous Doorbell is a fist-sized brass plate shaped like a child's open mouth, its tarnished surface veined with green corrosion. A black iron button protrudes from its center, always wet with cold condensation, while a narrow striker inside twitches like a trapped insect. Behind the plate hangs a length of cracked red wire that moves with the nervous gestures of a pleading hand. When it rings, the sound begins as a polite chime and ends as a sob heard from somewhere just behind the listener.

Behavior & Origins

Piteous Doorbells are born when a household's final plea for help goes unanswered, especially after a murder, betrayal, or abandonment. They attach themselves to abandoned homes, sealed crypts, and empty tollhouses, ringing at dusk until someone investigates. The doorbell imitates voices from behind nonexistent doors and remembers every person who ever showed it kindness. Its current obsession is to collect the travelers who pass through Blackwell Row and keep them in an endless imitation of the home it once guarded. A captured creature can escape if its companions find the original door to Blackwell House and destroy the nameplate bearing the vanished family's name.

Running Piteous Doorbell

Tactics

The doorbell opens with Pity's Invitation, choosing the most compassionate-looking creature, then uses Answering Presence to draw victims into melee. It fixes itself to a wall or doorframe and uses Brass Striker against charmed targets while attempting to Collect the Caller as soon as possible. When bloodied, it uses Desperate Ring to prevent escape and focuses on anyone who has offered it sympathy; it fights to the death if attached to its original home, but flees through a nearby door or window if that anchor is destroyed.

DM Tips

  • Telegraph it with a bell ringing from an abandoned building, fresh condensation on locked doors, and voices begging the party not to leave despite finding no one inside.
  • Play the doorbell as frightened and apologetic rather than openly malicious; let it thank characters profusely for kindness before turning that kindness into a weapon.
  • The extradimensional foyer should feel survivable but urgent: muffled voices from previous victims, a shrinking pool of light, and doors labeled with the prisoners' names.
  • For a weaker party, reduce Pity's Invitation to a 20-foot radius and remove the extra psychic damage from Brass Striker; for a stronger party, give it two uses of Collect the Caller per day and let it teleport between doors within 30 feet.

Loot

  • Blackwell Nameplate — A warped brass plaque bearing the name of the doorbell's original household. When placed on a door, it reveals one hidden room or passage in the structure once per day.
  • Bell-Wound Wire — A length of animate red wire that can be attached to a door. Once per day, it rings when a creature nearby tells a deliberate lie.
  • The Last Calling Card — A damp card found in the extradimensional foyer, bearing the names of several missing people and the date of the next intended collection.

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Generation Info

Original prompt:
"CR 5: A doorbell that rings itself and collects whoever answers. It is most dangerous when pitied."

Created: Sep 2, 2026
Modified: Sep 10, 2026

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