Earth Gen

Tiny Elemental, Neutral

Armor Class

13 (natural armor)

Hit Points

10 (3d4 + 3)

Speed

30 ft., fly 40 ft. (hover)

Skills

Athletics +4, Insight +3

Damage Immunities

Poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., tremorsense 30 ft.

Languages

Common, Terran

Challenge

1/2

Proficiency Bonus

+2

Innate Spellcasting

The gen's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components: At will: detect evil and good 2/day each: entangle, plane shift (self only) 1/day each: earth tremor, tongues

Elemental Demise

If the gen dies, its body disintegrates into crystalline powder, 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 fist attacks.

Fist

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

Smash

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

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.