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The Answering Bell

Small Construct, Neutral Evil


Armor Class 13 (hardened brass casing)

Hit Points 11 (2d6+4)

Speed 20 ft. climb 20 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 13 (+1)

Skills Stealth +4, Deception +3

Damage Resistances psychic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Common

Challenge 1/4 (50 XP) Proficiency Bonus +2


It Rings When Unwatched. The bell can produce a clear, insistent ring even when no creature touches it. It can imitate an ordinary doorbell, a distant alarm, or the familiar knock of a creature it has heard. A creature that hears the ring can determine its source only with a successful DC 12 Wisdom (Perception) check.
Borrowed Threshold. The bell can occupy a space on a door, wall, gate, or similar upright surface without falling. While it remains motionless against such a surface, it has advantage on Dexterity (Stealth) checks.
Collected Answer. A creature that willingly touches the bell after hearing it ring must succeed on a DC 11 Wisdom saving throw or become marked until the end of its next turn. While marked, the creature cannot willingly move more than 20 feet from the bell. The mark ends early if the bell is destroyed or if another creature uses an action to pull the marked creature at least 10 feet away.

Actions

Brass Bite. Melee weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. The bell's casing snaps open, revealing a ring of tiny black teeth.
Clapper Lash. Melee weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) bludgeoning damage. If the target is marked by Collected Answer, it must succeed on a DC 11 Strength saving throw or be pulled up to 5 feet toward the bell.
Summoning Ring (3/Day). The bell rings with a supernatural peal. Each creature of the bell's choice within 15 feet that can hear it must succeed on a DC 11 Wisdom saving throw or use its reaction, if available, to move up to 10 feet toward the bell by the safest available route. A creature that succeeds is immune to this bell's Summoning Ring for 24 hours.

Reactions

Answering Chime. When a creature within 5 feet touches the bell, the bell rings directly into its mind. The creature must succeed on a DC 11 Wisdom saving throw or be frightened of the bell until the end of its next turn.

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"Don't answer it. It has begun asking questions." โ€” Mara Venn, written beneath a burned doorway

Lore & Description

Appearance

The Answering Bell resembles a small, old-fashioned doorbell made of tarnished brass, its face scratched with hairline cracks that form something almost like a smiling mouth. A black iron clapper hangs inside its open lower rim, though no wind can move it. Faint warmth pulses beneath the casing like a heartbeat, and if watched for too long, the bell seems to have a tiny, wet eye reflected in its polished metal. Its mounting screws are bent outward like little fingers.

Behavior & Origins

The Answering Bell began as an ordinary bell on the door of a condemned house, but years of unanswered knocks, desperate visitors, and one vanished locksmith gave it a hunger. It rings itself for lonely travelers, curious children, and anyone who mistakes its sound for safety. Those who answer are not always killed; sometimes their voices can be heard chiming from inside the casing. The bell knows it is changing, and this awareness torments it: it wants to become a door, a house, or perhaps the person who owns it. A concrete hook is found in the village of Hushwick, where the bell is searching for Mara Venn, the last woman to touch it and the only person whose voice can make it stop ringing.

Running The Answering Bell

Tactics

The Answering Bell hides against a door or gate and begins with It Rings When Unwatched, trying to lure one curious creature within reach. It uses Summoning Ring to draw victims close, then marks a responder with Collected Answer and pulls that creature away from help with Clapper Lash. If reduced below half its hit points, it flees across walls toward a new threshold; if trapped, it bites frantically and rings until destroyed.

DM Tips

  • Telegraph danger with rings that continue after the bell is removed, faint voices inside the casing, or footprints ending directly beneath it.
  • Give the bell a hesitant, almost apologetic voice through stolen echoes; it might say, "I am sorry. I am learning."
  • For a weaker party, remove Answering Chime and lower the saving throw DCs to 10; for a stronger party, let a marked creature hear allies calling from inside the bell.
  • The bell works best as a tense encounter in a dark hallway, abandoned manor, or sealed gate rather than as a straightforward combat.

Loot

  • Black Clapper — A cold iron clapper that rings only when held near a locked door. It can be used once to cast knock, after which it becomes silent and brittle.
  • Mara's Voice — A tiny brass coil inside the bell that repeats one phrase in Mara Venn's voice: "The house is not empty." It points toward the bell's next intended threshold.

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The Answering Bell

Generation Info

Original prompt:
"CR 1/4: A doorbell that rings itself and collects whoever answers. It is slowly becoming something else, and knows it."

Created: Oct 15, 2026
Modified: Oct 26, 2026

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