Innate Spellcasting. 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, gust
2/day each: fog cloud, plane shift (self only), tongues
Elemental Demise. If the gen dies, its body disintegrates into a warm breeze, 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.
Multiattack. The gen makes two melee or two ranged attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Thunderbolt. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) lightning 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.
Description
This is an implementation of the Air Gen monster from Xanathar's Lost Notes to Everything Else
Known as djinnlings, air gen are slim and muscular with long white or gray hair and skin tones ranging from pale to dark blue. They are haughty but friendly unless threatened, and take great pride flaunting their social skills.
Variant: Gen Familiar
Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait.
Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond.
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