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Creatures

Bell Sentinel

A complete, table-ready profile for Bell Sentinel, including defenses, abilities, actions, tactics, and roleplaying guidance.

Statistics

Creature type Medium construct, unaligned
Armor Class 18 (bronze shell)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
Ability Scores STR 16 (+3), DEX 11 (+0), CON 13 (+1), INT 1 (-5), WIS 3 (-4), CHA 1 (-5)
Saves and Skills Strength +5; immune to poison and psychic damage
Senses blindsight 60 ft. (blind beyond), passive Perception 6
Languages understands its creator’s commands but cannot speak
Challenge 1 (200 XP)

Traits

Constructed Nature. The sentinel does not breathe, eat, drink, or sleep. It is immune to charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. Mute Mechanism. An adjacent creature can use an action and pass a DC 14 Sleight of Hand check to suppress Resonant Blow until the packing is removed.

Actions

Multiattack. Two Resonant Blows. Resonant Blow. Melee Weapon Attack: +5 to hit; 7 (1d8 + 3) thunder damage. A target standing on metal must pass a DC 12 Strength save or fall prone.

Tactics and Roleplaying

It blocks narrow metal approaches and does not pursue beyond its assigned chamber. Muting it creates a safer tactical solution, and destroying the bell housing reduces its AC to 15.

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