Avarite, Tocsin

Family: Avarite

Huge construct (avarite), chaotic evil

Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 50 ft.

23 (+6) 14 (+2) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Skills Deception +6, Intimidation +6, Perception +8, Stealth +7
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses tremorsense 60 ft., passive Perception 18
Languages Common, Infernal
Proficiency Bonus +5
Challenge 13 (10,000 XP)


  • Cone of Silence. When a creature starts its turn within 30 feet of the tocsin, the tocsin can force that creature to make a DC 16 Wisdom saving throw if the tocsin can see it. On a failed save, the creature can’t speak and is deafened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours.
  • False Appearance. While the tocsin remains motionless, it is indistinguishable from a normal pole.
  • Mimicry. The tocsin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.
  • Silent. The tocsin’s steps make no sound when it moves. regardless of the surface it is moving across. It also have advantage on Dexterity (Stealth) checks that rely on moving silently.
  • Spider Climb. The tocsin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


  • Multiattack. The tocsin makes two claw attacks.
  • Grasping Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d12 + 6) piercing damage. If the target is a creature, the tocsin can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 13). The tocsin has two claws. While a claw grapples a target, the claw can attack only that target.
  • Alarm (3/Day). The tocsin emits an alarm. Each time it blares an alarm before finishing a long rest, the alarm is louder and the effect is different, as detailed below. Each creature within 500 feet of the tocsin and able to hear the alarm must make a saving throw.
  • Terrifying Siren. Each creature that fails a DC 16 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Deafening Roar. Each creature that fails a DC 16 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Concussive Blast. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.


  • Deadly Reach. In response to a creature entering a space within 15 feet of it, the tocsin makes one Grasping Claw attack against that creature.


This lumbering 30-foot tall pole has two arms nearly as long as its body, two legs, and is topped by a large cone for a head.

In Avarus, tall wooden and metal poles are a common sight, topped by cone-shaped alarms. Messages blare endlessly from these alarms, instructing fiends and damned where to go and blaring warnings in case there is an attack (infrequently), an accident (frequently), or to draw attention to some important notice a noble feels is importantly (constantly). But since this is Avarus, even the poles are a threat. Tocsins are predators that roam Avarus in plain sight. They disguise themselves as utility poles and other tall, metallic structures, blending in with the ruin of metal and cement that constitutes so much of the buildings throughout the circle. They lie in wait for the unwary, striking when their prey least expects it and bursting their eardrums with deafening blasts.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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