b'Lady of the Calling Bells \n'b'  Large   elemental ,  true neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  283 (21d10 + 168)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  12 (+1)  CON:  24 (+7)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +8,  Wisdom  +8,  Charisma  +8  Damage Resistances  fire, poison  Senses   darkvision  120 ft., passive  Perception  13  Languages  Ignan, Common  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance  (3/day) If The Lady of the Calling Bells fails a saving throw, she can choose to succeed instead. \n'b'  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. \n'b'  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. \n'b'  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. \n'b'  Innate Spellcasting . The Lady of the Calling Bells\xe2\x80\x99 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 .. \n'b'  Actions \n'b'   Multiattack . The Lady of the Calling Bells makes two rapier attacks or uses her Hurl Flame twice. \n'b'  Rapier .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 15 (2d8+6) piercing damage plus 11 (2d10) fire damage. \n'b'  Hurl Flame .  Ranged Spell Attack : +8 to hit, range 120 ft., one target.  Hit : 24 (7d6) fire damage. \n'b'  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. \n'b'  Legendary Actions \n'b' 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\xe2\x80\x99s turn. \n'b' The Lady of the Calling Bells regains spent  legendary actions  at the start of her turn. \n'b'   Attack . The Lady of the Calling Bells makes one rapier  attack  or one Hurl Flame  attack . \n'b'  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. \n'b'  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. \n'b'  Lair Actions \n'b' 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:. \n'b'  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. \n'b' 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. \n'b' 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. \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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.'