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Deadringer

A rare skeletal undead that rings bells to empower other undead and curse the living

Basic Fantasy Field Guide Omnibus

Field Guide, p. 147

Armor Class16
Hit Dice5*
Number Appearing1
Attacks1 touch or bell
DamageAttract all undead touch, deaf 1d4 rounds bell
Movement30'
Save AsFighter: 5
Morale12
XP405
Treasure TypeNone

A Deadringer is a rare skeletal undead. In appearance it is almost indistinguishable from a more common animated skeleton. This walking dead carries small wooden-handled brass bells, that it will begin to ring continuously as soon as it becomes aware of intruders. A deadringer is most often found hidden within a group of skeletons.

If a deadringer is engaged directly in melee combat, it will use its free hand to try and touch its opponent, all the while continuing to ring its bell.

Special Abilities

Bell Ringing: All undead within a 20-foot radius of a deadringer who is ringing its bell benefit from a +1 bonus to both their attack and damage rolls, and any bodies within 50 feet of the deadringer will animate as a resonated (see page 223), when the bell is rung.
Cursed Touch: Those touched must save vs. Spells or be deafened for 1d4 rounds. However, the greater damage is the victim is also cursed to attract all undead within 10 miles. All undead will treat the victim as their preferred foe, attacking them first, though they will not ignore attacks from others. Undead animated or created by a spell-caster will not obey commands of their masters while the cursed victim is within the 10-mile range, instead moving towards the cursed one to attack. As with all bestowed curses, it can be countered with a remove curse spell, otherwise the curse only ends with the victim’s death.
Skeletal Resistances: Like a skeleton, only takes half damage from edged weapons and only a single point from bolts, arrows, or sling bullets.
Undead Immunities: As undead, it is immune to sleep, charm, and hold, and can be Turned by a Cleric (as a mummy).