13 (natural armor)
10 (3d4 + 3)
30 ft., fly 40 ft. (hover)
Athletics +4, Insight +3
Poison
Poisoned
darkvision 60 ft., tremorsense 30 ft.
Common, Terran
1/2
+2
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
If the gen dies, its body disintegrates into crystalline powder, 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 fist attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.
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.
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.