12
10 (3d4 + 3)
30 ft., swim 90 ft., fly 60 ft. (hover)
Perception +4, Insight +4
acid, cold
blindsight 30 ft., darkvision 90 ft.
Common, Aquan
1/2
+2
The gen's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect evil and good, frostbite, shape water 2/day each: plane shift (self only) 1/day each: tongues, water walk (self only)
The gen can breathe air and water.
If the gen dies, its body disintegrates into a burst of water and foam, 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.
Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
The gen creates a rushing wave of water in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails its save is also pushed up to 10 feet away and 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.