Bell Knight

Medium construct, unaligned

Armor Class 18 (natural armor)

18 (natural armor) Hit Points 105 (14d8 + 42)

105 (14d8 + 42) Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 3 (-4)

Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison, psychic, thunder

poison, psychic, thunder Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 10

Blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages One language known by its creator.

One language known by its creator. Challenge 4 (1,100 XP)

Percussive Defense. When the Bell Knight takes bludgeoning, thunder or force damage, each creature that can hear within 60 feet of the Bell Knight must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage on fail, or half as much damage on a successful save.

Actions

Multiattack. The Bell Knight makes two melee attacks.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Concussive Burst (Recharge 5-6). A wave of thunderous force sweeps out from The Bell Knight. Each creature in a 30-foot cube originating from it must make a DC 14 Constitution saving throw. On a failed save, a creature takes 16 (4d8) thunder damage and is pushed 15 feet away from it. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from the Bell Knight.