Air Gen

Tiny Elemental, Neutral

Armor Class

12

Hit Points

7 (2d4 + 2)

Speed

0 ft., fly 60 ft.

Skills

Perception +4, Persuasion +5

Damage Resistances

lightning, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

prone

Senses

darkvision 60 ft.

Languages

Common, Auran

Challenge

1/2

Proficiency Bonus

+2

Innate Spellcasting

The gen's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect evil and good, gust 2/day each: fog cloud, plane shift (self only), tongues

Elemental Demise

If the gen dies, its body disintegrates into a warm breeze, leaving behind only equipment the gen was wearing or carrying.

Magic Resistance

The gen has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The gen makes two melee or two ranged attacks.

Dagger

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Thunderbolt

Ranged Weapon Attack: +4 to hit, reach 5 ft., one target range 30/120. Hit: 5 (1d6 + 2) lightning damage.

Invisibility

The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.