b'Spellemental, Quixotic \n'b'  Medium   elemental ,  chaotic neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  225 (18d8 + 144)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX:  23 (+6)  CON:  23 (+6)  INT:  24 (+7)  WIS:  22 (+6)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +12,  Con  +12,  Wis  +11,  Cha  +10  Damage Immunities  see Spellcasting Supercharge  Condition Immunities   charmed ,  frightened   Senses  truesight 120 ft., passive  Perception  16  Languages  Primordial  Challenge  17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Charged Being . The spellemental has 2 charges and regains all expended charges when it finishes a short or long rest. Some of its abilities are marked with \xe2\x80\x9c(1 Charge,)\xe2\x80\x9d indicating that the spellemental must expend 1 charge to use these abilities. If it has no charges remaining, it cannot use these abilities. \n'b'\n'b' ACTIONS \n'b'\n'b'  Arc Lightning (1 Charge) . Two creatures the spellemental can see within 30 feet of it must succeed on a DC 20  Dexterity  saving throw or take 42 (12d6) lightning damage, or half as much on a success. Creatures that fail their saving throws by 5 or more take the maximum possible damage from this effect. \n'b'  Brain Freeze (1 Charge) . One creature the spellemental can see within 60 feet of it must succeed on a DC 20  Wisdom  saving throw or take 27 (6d8) cold damage, or half as much on a success. Creatures that fail this saving throw by 5 or more are  stunned  until the end of their next turn. \n'b'  Cataclysm of Flame (1 Charge) . One creature the spellemental can see within 60 feet of it must succeed on a DC 20  Constitution  saving throw or take 36 (8d8) fire damage, or half as much on a success. If the initial target fails its saving throw by 5 or more it erupts in flame, causing all creatures within 10 feet of it to take an equal amount of fire damage. \n'b'  Dissolving Acid (1 Charge) . The spellemental targets a point it can see within 30 feet. All creatures within 5 feet of that point must succeed on a DC 20  Constitution  saving throw or take 44 (8d10) acid damage, or half as much on a success. Creatures that fail their saving throw by 5 or more take an additional 33 (6d10) acid damage at the start of their next turn. \n'b'  Recharge . The spellemental loses 40  hit points  and regains all expended charges, up to its maximum of 2. \n'b'  Spellslam .  Melee Spell Attack : +11 to hit, reach 10 ft., one target.  Hit : 28 (8d6) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Spellcasting Supercharge (Recharge 5-6) . As a  reaction  when the spellemental would take acid, cold, fire, or lightning damage it instead takes no damage and becomes immune to the triggering type or types of damage until the start of its next turn. Additionally, targets of the next ability the spellemental uses attempt their first saving throw against the ability with disadvantage.'