Spellemental, Quixotic

Medium elemental, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 225 (18d8 + 144)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 23 (+6) 23 (+6) 24 (+7) 22 (+6) 18 (+4)

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)

SPECIAL TRAITS

  • 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 “(1 Charge,)” indicating that the spellemental must expend 1 charge to use these abilities. If it has no charges remaining, it cannot use these abilities.

ACTIONS

  • 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.
  • 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.
  • 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.
  • 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.
  • Recharge. The spellemental loses 40 hit points and regains all expended charges, up to its maximum of 2.
  • Spellslam. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (8d6) force damage.

REACTIONS

  • 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.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete license attribution - see the full license for this page