The Answered Doorbell
Armor Class 19 (enchanted brass and stone)
Hit Points 229 (22d10+110)
Speed 20 ft. climb 20 ft.
Saving Throws Dex +6, Wis +9, Cha +10
Skills Insight +9, Stealth +6, Deception +10, Perception +9
Damage Resistances acid; cold; fire; lightning; necrotic; psychic; radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 19
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Actions
Bonus Actions
Reactions
Legendary Actions
The doorbell can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The doorbell regains spent legendary actions at the start of its turn.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The House Remembers. A spectral hallway appears in a space the doorbell can see within 120 feet. Until initiative count 20 on the next round, the area within 20 feet of it is difficult terrain, and creatures entering it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
- Every Door Opens. Up to three doors, gates, or windows within the lair swing open or slam shut. A creature within 5 feet of an opening that slams shut must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) bludgeoning damage and become restrained until it uses an action to escape.
- The Missing Room. A 15-foot-square section of the lair becomes a silent replica of the vanished house's entry hall. Creatures in the area must succeed on a DC 18 Intelligence saving throw or lose their reactions and become unable to perceive creatures outside the room until initiative count 20 on the next round.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 6 miles of the doorbell, a bell rings once whenever someone approaches an unoccupied doorway.
- Doors in the region are often found open despite being locked, and residents report seeing unfamiliar hallways beyond them.
- Names of missing people appear scratched into doorframes throughout the region, even when no one remembers making the marks.
If the doorbell dies, the ringing ceases immediately, but every creature it has collected remains trapped for 1d10 days. Each trapped creature then returns at dawn unless it has accepted a place in the vanished house.
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"You heard it. You came to the door. That means you belong inside." โ Mara Vey, last caretaker of the Vey House
Lore & Description
Appearance
The Answered Doorbell resembles a massive antique doorbell mounted on a slab of cracked gray doorframe. Its bell is tarnished brass veined with black, its clapper is shaped like a tiny clenched hand, and a porcelain button protrudes from the center, glowing with a soft amber pulse. No wall supports it; the frame crawls across surfaces on rootlike iron braces, leaving chalky outlines of doors behind. When it rings, the sound begins as a polite chime and ends as the muffled cry of someone calling from behind a locked door.
Behavior & Origins
The creature was once an ordinary brass doorbell named Bellweather, mounted beside the front door of the Vey House in the village of Knucklebone. When the house and everyone inside vanished during a summoning gone wrong, Bellweather remained behind, absorbing the final unanswered ring of every person who had ever entered. It now believes every passerby is a guest who has failed to announce themselves properly. The doorbell wants to rebuild the Vey House from stolen people, memories, and thresholds. A concrete hook: the vanished Vey House is rumored to have reappeared beneath Saint Orra's hospice, and its surviving caretaker, Mara Vey, knows Bellweather's history and can teach the characters the truth needed to harm it.
Running The Answered Doorbell
Tactics
The doorbell opens with Ringing Summons, trying to force characters toward nearby doors before using Open to Collect on the clustered group. It teleports between thresholds to keep line of sight, uses Brass Clapper against isolated targets, and reserves Erase the Address for the character most likely to discover its origin. When bloodied, it retreats through impossible doorways and tries to collect a vulnerable enemy; it fights to the death only if someone speaks aloud that it was once a mundane doorbell, because being understood is both its greatest weakness and its final obsession.
DM Tips
- Telegraph danger with a single polite chime from empty doorways, fresh names scratched into frames, and villagers who insist they heard loved ones answering from inside sealed rooms.
- Roleplay the doorbell as obsessively courteous: it never threatens, instead apologizing for the inconvenience and asking characters to identify themselves before it rings again.
- Make the vulnerability discoverable through investigation rather than requiring a specific skill check; clues include old brass mounting screws, a faded Vey House inventory, and a ghost who remembers Bellweather's original purpose.
- For a weaker party, reduce Open to Collect to 6d8 damage and remove Erase the Address; for a stronger party, give the doorbell 30-foot blindsight and allow Ringing Memory to trigger on creatures that merely speak its name.
Loot
- Bellweather's Clapper — A tiny blackened hand-shaped clapper that can be fitted into a bell or door. Once per day, it can make a ringing sound audible to one chosen creature anywhere on the same plane.
- Vey House Nameplate — A warped brass plate bearing the vanished house's address. While carried, it points toward the nearest doorway touched by the Answered Doorbell's regional curse.
- The Last Unanswered Ring — A crystal bead containing the sound of Bellweather's final ordinary chime. Crushing it casts dimension door, but the destination must be a doorway the bearer has seen before.