Gene the Genie

Large elemental, chaotic evil

Armor Class

19 (natural armor)

Hit Points

207 (18d10 + 108)

Speed

40 ft., fly 90 ft.

Saves

Dex +8, Wis +9, Cha +10

Skills

Perception +9

Damage Immunities

acid, cold, lightning, thunder

Senses

blindsight 30 ft., darkvision 120 ft.

Languages

Sylvan, Common, Primordial

Challenge

13

Brave

Gene has advantage on saving throws against being frightened.

Elemental Demise

If Gene dies, his body disintegrates into a warm breeze, leaving behind any equipment he was wearing or carrying.

Innate Spellcasting

Gene's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no components • At will: druidcraft, faerie fire, thorn whip • 3/Day each: enlarge/reduce, passwall, tongues, wind walk • 1/Day each: conjure elemental (air or water elemental only), control water, gaseous form, plane shift

Actions

Multiattack

Gene makes three scimitar attacks.

Scimitar

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Wind Blast

Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 30 (7d6 + 6) force damage.