12
7 (2d4 + 2)
0 ft., fly 60 ft.
Perception +4, Persuasion +5
lightning, bludgeoning, piercing, and slashing from nonmagical attacks
prone
darkvision 60 ft.
Common, Auran
1/2
+2
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
If the gen dies, its body disintegrates into a warm breeze, leaving behind only equipment the gen was wearing or carrying.
The gen has advantage on saving throws against spells and other magical effects.
The gen makes two melee or two ranged attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, reach 5 ft., one target range 30/120. Hit: 5 (1d6 + 2) lightning damage.
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.