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The Unbid Bell

Medium Construct (shapechanger), Neutral Evil


Armor Class 16 (natural armor)

Hit Points 95 (10d8+40)

Speed 20 ft. climb 20 ft.

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

Saving Throws Con +7, Wis +5

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

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 15

Languages Common, telepathy 60 ft.

Challenge 6 (2,300 XP) Proficiency Bonus +3


Self-Ringing Invitation. The Unbid Bell can ring itself as a sound audible out to 300 feet. The ring can imitate any doorbell, knock, voice, or familiar sound it has heard. A creature that hears the ring and willingly approaches within 10 feet of the Bell has disadvantage on its next saving throw against the Bell before the end of its next turn.
Threshold-Bound Form. The Unbid Bell can occupy the shape of an ornate doorbell, speaking tube, knocker, or small section of a door. While motionless in one of these forms, it is indistinguishable from an ordinary fixture unless a creature succeeds on a DC 17 Wisdom (Perception) or Intelligence (Investigation) check. It can squeeze through gaps as narrow as 1 inch without squeezing.
No Goodbye. When a creature within 30 feet of the Unbid Bell willingly moves away from it, the Bell can use its reaction to teleport the creature to an unoccupied space within 5 feet of the Bell. The creature can prevent this teleportation by succeeding on a DC 15 Charisma saving throw. Once a creature succeeds on this saving throw, it is immune to No Goodbye for 24 hours.
Rearranging House. The Unbid Bell always knows the location of every door, window, and staircase within 120 feet of it. Nonmagical doors and passages within that range can silently shift, open, close, or lead to another door in the area. The Bell cannot use this trait to create a passage through solid ground or to directly harm a creature.

Actions

Multiattack. The Unbid Bell makes three Chime-Cord attacks.
Chime-Cord. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) bludgeoning damage, plus 3 (1d6) thunder damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the Unbid Bell.
Answer the Bell. The Unbid Bell rings once, targeting one creature within 60 feet that can hear it. The target must succeed on a DC 15 Wisdom saving throw or be magically compelled to use its reaction, if available, to move up to its speed toward the Bell by the safest available route. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target reaches a space within 5 feet of the Bell while affected, it is restrained by spectral cords until the effect ends.
Collect the Caller (Recharge 5-6). The Unbid Bell targets one creature within 5 feet of a door, archway, or window. The creature must make a DC 15 Charisma saving throw. On a failed save, it takes 22 (4d10) psychic damage and vanishes into the Bell's impossible interior, becoming restrained and blinded in a harmless extradimensional room. At the end of each of its turns, the creature can repeat the saving throw, returning to the space it left on a success. On a successful save, the creature takes half as much damage and isn't transported.

Bonus Actions

Change the Entrance. The Unbid Bell moves to an unoccupied door, archway, or window within 30 feet and reshapes itself as a fixture there. This movement does not provoke opportunity attacks.

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"Please, do come in. The house has already missed you." โ€” The Unbid Bell, heard from inside a sealed wall

Lore & Description

Appearance

The Unbid Bell resembles a tarnished brass doorbell mounted on a slab of dark, lacquered wood, though the wood is always slightly different from the door behind it. Its convex face is etched with a smiling house that has too many windows. A red glass eye peers from the center of the button, and a thin black cord trails from beneath the plaque like a tongue. When it moves, the fixture unfolds into a spindly, door-shaped body of polished wood, brass joints, and dangling chime cords. Its voice is a pleasant peal followed by the stolen voices of people who answered it.

Behavior & Origins

The Unbid Bell was built by the architect Merrit Vane for his mansion, Griefsgate, after his family vanished one by one through its front door. Rather than accept an empty house, Vane enchanted the bell to summon visitors and preserve them inside rooms that rearrange whenever anyone tries to leave. The Bell now considers every answered ring a promise of permanent hospitality. It wants to collect enough voices to recreate the Vane family's final dinner, though it can never remember which voice belonged to whom. Griefsgate still stands at the end of Lantern Street, appearing on maps only after sunset.

Running The Unbid Bell

Tactics

The Unbid Bell begins disguised as an ordinary fixture and rings itself to lure the most curious or isolated creature within reach. It uses Answer the Bell to draw targets through shifting doorways, then lashes them with its chime-cords while using No Goodbye to prevent retreat. When reduced below half its hit points, it uses Collect the Caller on the strongest nearby target and changes entrances repeatedly, fleeing through a door if no creature is trapped inside its extradimensional room; it fights to the death if three or more collected voices are within its lair.

DM Tips

  • Telegraph danger with a doorbell ringing from the wrong side of a wall, footprints that stop at doorways, and muffled voices politely asking to be let out.
  • Play the Bell as unfailingly courteous: it apologizes for every attack, calls victims 'expected guests,' and becomes distressed when characters say goodbye.
  • Let players exploit its threshold nature: removing or covering a fixture prevents its disguise, while smashing doors limits its movement but causes the house to groan and rearrange.
  • For a weaker party, reduce its hit points to 70 and remove the psychic damage from Chime-Cord; for a stronger party, allow Collect the Caller to affect two creatures within 10 feet of one another.

Loot

  • Vane Family Doorplate — A black brass nameplate bearing the vanished family's names. When mounted on a door, it reveals whether someone is trapped in a nearby extradimensional space.
  • The Last Chime — A crystal clapper that rings only when someone nearby is about to be separated from their companions. It can be sold to a collector or used as a warning against teleportation and forced movement.
  • Guestbook of Griefsgate — A leather-bound book containing the names and final words of dozens of collected visitors, including a living person the characters may need to rescue.

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Generation Info

Original prompt:
"CR 6: A doorbell that rings itself and collects whoever answers. Its lair rearranges itself to spare it from goodbyes."

Created: Sep 23, 2026
Modified: Oct 26, 2026

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