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The Answering Bell

Small Construct (cursed object), Neutral Evil


Armor Class 16 (iron casing)

Hit Points 104 (16d6+48)

STR 18 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 11 (+0)
WIS 14 (+2)
CHA 15 (+2)

Saving Throws Con +6, Wis +5

Skills Deception +5, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

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

Senses darkvision 60 ft., passive Perception 15

Languages Common

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


The Bell Rings Itself. At the start of each round, the bell rings unless it is incapacitated. Each creature within 60 feet that can hear the ring must succeed on a DC 15 Wisdom saving throw or be compelled to move up to half its speed toward the bell by the safest available route. A creature that succeeds on this saving throw is immune to this effect for 24 hours. The compelled movement ends if the creature takes damage.
Answerer’s Mark. When a creature within 5 feet uses an action to touch, strike, speak to, or otherwise deliberately answer the bell, the creature becomes marked for 24 hours. The bell always knows the direction and distance to a marked creature on the same plane. The bell can have up to six marked creatures at once.
Relocation Upon Destruction. When the bell is reduced to 0 hit points, it emits one final chime and vanishes instead of being destroyed. After 1d6 days, it reappears fully restored and attached to an unattended doorway within 10 miles of the place where it vanished. If no suitable doorway exists, it appears on the nearest structure with an entrance. Any creature marked by the bell remains marked.

Actions

Multiattack. The bell makes one Clapper Strike and one Threshold Hook attack.
Clapper Strike. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. The target must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn.
Threshold Hook. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. If the target is Large or smaller, the bell pulls it up to 10 feet toward itself.
Door-Shaking Peal (Recharge 5-6). The bell releases a violent peal in a 20-foot-radius sphere centered on itself. Each creature in the area must make a DC 15 Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 10 feet away from the bell and cannot take reactions until the end of its next turn.
Collect the Answerer (Recharge 5-6). The bell targets one creature marked by Answerer’s Mark within 30 feet. The target must succeed on a DC 15 Charisma saving throw or vanish into the bell’s extradimensional collection room. While collected, the creature is incapacitated and restrained, hears distant doorbells, and can repeat the saving throw at the end of each of its turns, returning to an unoccupied space within 5 feet of the bell on a success. The creature also returns if the bell uses this action on another creature or if the bell vanishes through Relocation Upon Destruction. If the target succeeds on the saving throw, it is immune to this action for 24 hours.

Reactions

Shut the Door. When a creature marked by Answerer’s Mark moves within 5 feet of the bell, the bell can force the creature to make a DC 15 Strength saving throw. On a failed save, the creature’s speed becomes 0 until the end of its turn and it cannot willingly move farther from the bell during that turn.

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"Do not answer. It already knows you are home." — warning scratched into the door of Bellwether House

Lore & Description

Appearance

The Answering Bell resembles an old brass doorbell mounted on a fist-sized slab of black wood. Its metal is green with verdigris around the edges but polished bright where countless fingers have touched it. A narrow grille beneath the button resembles a smiling mouth, and a tiny iron clapper swings inside without any visible mechanism. When it rings, the sound is far louder than its size should permit, carrying through walls and down empty streets. In darkness, its button glows with a warm, inviting amber light.

Behavior & Origins

The bell is a predatory curse that attaches itself to thresholds: manor gates, roadside shrines, cellar doors, abandoned watchtowers, and even the doors of moving coaches. It rings at irregular hours, often mimicking a familiar voice calling from beyond the door. Those who answer are marked, and some are briefly dragged into the bell’s impossible collection room, a maze of doors bearing the names of everyone it has claimed. No one knows who made the first bell, but the oldest surviving example is called Hush by the residents of Bellwether House. Hush wants to be carried to a crowded city where it can mark a hundred answerers in a single night.

Running The Answering Bell

Tactics

The bell begins combat by ringing itself, using the compelled movement to draw creatures into reach while it remains mounted behind cover or within a doorway. It uses Threshold Hook to pull targets close, then relies on Door-Shaking Peal to scatter groups before collecting a marked victim. When bloodied, it prioritizes Collect the Answerer against the most isolated marked creature; it fights until reduced to 0 hit points, knowing that destruction merely gives it a new threshold.

DM Tips

  • Telegraph the bell with impossible ringing, fresh fingerprints on the button, and residents who insist they heard a loved one calling from outside.
  • Play it as unnervingly polite: each ring pauses as if waiting for an answer, and its clapper taps impatiently when ignored.
  • Keep the collection room brief and playable; describe it as a cramped hallway of numbered doors and allow clever characters to escape through another threshold.
  • For a weaker party, remove the bell’s nonmagical weapon resistance; for a stronger party, let it mark creatures within 10 feet whenever it rings.

Loot

  • Verdigris Clapper — A cold green clapper that never stops swinging. Once per day, striking it against a door lets the holder hear a faint sound from the other side, even through solid walls.
  • Ledger of Answerers — A water-damaged list of names, dates, and doorways. Several entries describe people who have not yet disappeared, providing clues to future appearances of the bell.
  • Amber Door Button — The glowing button remains warm for 1d6 days after the bell relocates. It bears a tiny image of the next doorway where the bell will appear.

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Generation Info

Original prompt:
"CR 5: A doorbell that rings itself and collects whoever answers. Killing it only relocates it."

Created: Sep 5, 2026
Modified: Sep 11, 2026

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