Small
Construct
CR 1/2
Unaligned
Cinderbell
Cave-ward Flameautomaton
A squat iron lantern welded to a ringed stone, the Cinderbell waits like a sleeping sentinel at cave mouths — until a footstep breaks its hush and a gout of blistering flame erupts from its nozzle. It feels inhumanly patient: it does not chase trespassers, but it disciplines them, scoring singed hides and ruined torches as reminders that this cave has a bill to pay. Parties that ignore its warning find their heels and equipment scorched and smoke curling from their packs as the bell-like construct clangs out a hollow, mechanical chime before the fire lashes again.
Armour
13
natural armor
Hit points
50
9d6+18
Speed
—
Challenge
1/2
100 XP
STR
12
+1
DEX
14
+2
CON
14
+2
INT
3
-4
WIS
10
+0
CHA
5
-3
Saving throws
DEX +4
Skills
Perception +2
Damage immunities
poison
Condition immunities
charmed, frightened, poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
understands Common but can't speak
Flame Jet. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 7 (1d8+3) fire damage.
Scorching Breath (Recharge 5-6). The Cinderbell expels a blazing cone of flame in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Warning Chime (1/Day). The Cinderbell emits a harsh metallic chime. Each creature within 10 feet that can hear the chime must succeed on a DC 12 Wisdom saving throw or be uneasy for 1 minute: while uneasy the creature has disadvantage on stealth checks and takes a –1 penalty to attack rolls until it leaves the Cinderbell's 10-foot radius or the minute ends. A successful save halves the penalty (no disadvantage).
Cinderbells are crude but persistent guardians forged by miners and hermits who wished to keep curious folk and hungry beasts from delicate lodes, hidden shrines, or collapsing chambers. Old notes in the glyph-carved vaults of the Hreth Delvers describe binding a small, wind-pocketed brazier to a carved oread ring and tempering it with a pinch of iron-sprig and a spark of bound ember; once set at a cave mouth, the device will ward entry for decades without tending. Over the centuries, many Cinderbells have been adopted into local superstition and ritual. In the mountain hamlet of Trel's Cut, a battered bell stands over the entrance to the “Fox Hollow” mine; children toss offerings of coins into its ring and the miners swear the bell staved off a landslide once. Scholars such as Verin Lyste of the Stoneward Collegium debate whether Cinderbells are constructs or trapped hearth spirits — the craft recipes vary and some examples are plainly mechanical while others hum when the moon rises. Bands of smugglers who learned to muffle its chime call the devices 'murmur-wardens' and prize captured Cinderbells as much for the smoke they produce as the intimidation they offer.
A Cinderbell stands roughly two-and-a-half feet tall and as wide as a stout man’s chest. Its lower half is a squat ring of weathered limestone, carved with shallow sigils and pitted by heat; set within the ring is a clumsy iron housing, blackened with old soot. From the top of this housing projects a short, thick nozzle ringed with tiny vents. On the front sits a small, round 'bell' — a hammered copper disc that clangs when the internal mechanism releases pressure. Rivets, seams, and welded patches cross the metal, and a tiny glass window smeared with soot reveals the odd, steady glow of a bound ember. Surface textures contrast: cold, rough stone; scorched, flaky iron; and the hammered sheen of copper; scale reference: the construct reaches about waist-high on a human and would fit comfortably in a doorway's lower third.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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