The Lady of the Calling Bells, rose to the position of Lady upon winning the annual Red Lotus tournament, a test of combat prowess held yearly in the Blazing Citadel. This achievement earned her lands and station in the material world, and granted her the title of Lady. The Fountain of Misdeeds is a firm believer in the cause of the Blazing Citadel, and takes her charge as ruler of a Tower of Calling Bells to an almost religious level. She recruits acolytes to serve the Tower on a regular basis, replacing them as they burn out. The Fountain of Misdeeds is not skilled in seduction, but more than makes up for this with her fury in battle, and her rage at perceived wrongs.
Large elemental, true neutral
Armor Class 18 (natural armor)
Hit Points 283 (21d10 + 168)
Speed 40 ft., fly 60 ft.
|22 (+6)||12 (+1)||24 (+7)||16 (+3)||16 (+3)||16 (+3)|
- Legendary Resistance (3/day) If The Lady of the Calling Bells fails a saving throw, she can choose to succeed instead.
- Blaze. When moving, The Lady of the Calling Bells may turn some or all of her body into fire. While fire, she can move through nonmagical fire without disturbing it. Movement made while she is fire does not provoke attacks of opportunity. Upon completing her movement, The Lady of the Calling Bells returns to her normal form. If she is in the air when this occurs, she is able to hover without falling.
- Elemental Demise. If The Lady of the Calling Bells dies, her body disintegrates into a flash of fire and puff of smoke, leaving behind only equipment she was wearing or carrying.
- Inferno. If The Lady of the Calling Bells has any Legendary Actions remaining at the start of her turn after her first, successful melee attacks against her strike her deal 1d10 fire damage to the attacker.
- Innate Spellcasting. The Lady of the Calling Bells’ spellcasting ability is Charisma (spell save DC 16). The Lady of the Calling Bells can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire..
- Multiattack. The Lady of the Calling Bells makes two rapier attacks or uses her Hurl Flame twice.
- Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage plus 11 (2d10) fire damage.
- Hurl Flame. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 24 (7d6) fire damage.
- Immolate. The Lady of the Calling Bells targets a creature within 60 ft. that she can see. That creature must succeed on a DC 15 Dexterity saving throw or suffer 4d6 fire damage and become frightened. At the start of each turn, the creature suffers 2d6 fire damage. The creature may make a new saving throw at the end of each turn. The creature may also spend an action to become prone and roll around to extinguish the flame.
The Lady of the Calling Bells can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
The Lady of the Calling Bells regains spent legendary actions at the start of her turn.
- Attack. The Lady of the Calling Bells makes one rapier attack or one Hurl Flame attack.
- Flash Fire. The Lady of the Calling Bells moves up to her speed and one creature within 30 ft. of the Fountain of Misdeeds must make a DC 15 Dexterity saving throw or suffer 4d6 fire damage and become blinded until the end of its next turn.
- Conflagration (Costs 2 Actions). A creature that is immolated must succeed on a DC 15 Dexterity saving throw or become paralyzed. Any creature that begins its turn within a 10-ft. radius of the creature or moves within 10 feet of it must make a DC 15 Dexterity saving throw or suffer 4d6 fire damage, suffering half as much on a successful saving throne. A conflagrated target may make a new saving throw at the end of each of their turns.
When fighting inside her lair, The Lady of Calling Bells can invoke the magic of her home to take lair actions. On initiative count 20 (losing initiative ties), The Lady of Calling Bells takes a lair action to cause one of the following effects:.
- The Lady of the Calling Bells causes the fragrant incense always burning in her braziers to become cloying and sickeningly intoxicating. The Lady of the Calling Bells causes up to 3 braziers to emit poisonous smoke. Creatures within 30 ft. of a brazier must make a DC 15 Constitution saving throw or suffer 4d6 poison damage and become poisoned until the end of its next turn. The Lady of the Calling Bells cannot use this lair action again until she has used a different one.
- The Lady of the Calling Bells invokes the ethos built into the very walls of the Tower of the Calling Bells. She targets up to 3 people within 20 ft. of the walls of the tower with a DC 15 geas. The Lady of Calling Bells may choose a different geas for each creature. Unlike a normal geas, the affected creatures may attempt a new saving throw at the end of each turn while within the Tower of the Calling Bells. The Lady of the Calling Bells cannot use this lair action again until she has used a different one.
- The Lady of the Calling Bells causes the bell to ring. Roll a 1d6. On a 6, a fire elemental is summoned. On any other result, all creatures other than those designated by The Lady of the Calling Bells must make a DC 15 Constitution saving throw or suffer 10 (3d6) thunder damage. No more than five elementals may be active at one time.
Tower of Calling Bells
The Tower of Calling Bells is made from polished obsidian, spiraling high into the sky. As the Tower of Calling Bells gains attendants and finds resonance across the planes, the tower grows and changes, altered by the planar song. The Fountain of Misdeeds has imbued the Tower of Calling Bells with her own ethos, and those who seek to confront her within her stronghold must contend with a manifestation of her will.
Genies for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Colin McLaughlin.