12
9 (2d4 + 4)
30 ft., fly 50 ft. (hover)
Athletics +3, Deception +4
lightning, bludgeoning, piercing, and slashing from nonmagical attacks
cold
fire
darkvision 60 ft.
Common, Ignan
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: control flames, detect evil and good 2/day each: plane shift (self only) 1/day each: heat metal, tongues
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.
The gen has advantage on saving throws against spells and other magical effects.
The gen makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Ranged Weapon Attack: +4 to hit, reach 5 ft., one target range 30/120. Hit: 5 (1d6 + 2) fire 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.