Fire Gen

Tiny Elemental, Neutral

Armor Class

12

Hit Points

9 (2d4 + 4)

Speed

30 ft., fly 50 ft. (hover)

Skills

Athletics +3, Deception +4

Damage Resistances

lightning, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

cold

Damage Immunities

fire

Senses

darkvision 60 ft.

Languages

Common, Ignan

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: control flames, detect evil and good 2/day each: plane shift (self only) 1/day each: heat metal, tongues

Elemental Demise

If the gen dies, its body disintegrates in a flash of fire and puff of smoke, 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 attacks or two ranged attacks.

Scimitar

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Flame Dart

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