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Djinn female 01 — Djinn Chronicles STL miniature by Clay Cyanide

Djinn female 01

Djinn Chronicles
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community49 views · 0 likes

Djinn female 01 — The Encounter

Tidebinder mystic of the jinn, who sculpts the sea into walls · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Djinn female 01

The tidebinders are mystics of the jinn, those beings of wind and water named in the old tales as creatures of smokeless fire and the deep. Where the male enforcers carry the sea as a weapon, the female mystics command it as an art, sculpting crescents and spirals and walls of standing pressure with the turn of a wrist. Folklore holds that such spirits were bound by Solomon's seal and the names of the elements, and that one who knows the proper word may compel a draught of water to rise as a wall or fall as a blade. This djinn wears a spiked crown and ritual silks worked with the sigils of the ocean gods her people half-remember. She does not strike first; she shapes the field, narrowing corridors, flooding the open ground, and letting the sea answer for her until the moment a single crescent falls.

Run Djinn female 01 in Sixty Seconds

Djinn female 01

Medium elemental, neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (wave-ward and ritual silks) HP 127 (17d8+51) Speed 30 ft., fly 40 ft. (hover)
STR12+1
DEX18+4
CON16+3
INT15+2
WIS17+3
CHA18+4
SavesDEX +7, WIS +6
SkillsArcana +5, Perception +6
Resistlightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison; poisoned
Sensesdarkvision 120 ft., passive Perception 16
LanguagesAuran, Aquan, Common

Tidebinder's Grace. The djinn ignores difficult terrain made of water and can move across or hover above liquid surfaces. She has advantage on Dexterity saving throws against effects she can see.

Sculpted Sea. Signature. As long as the djinn is conscious, water she has shaped lingers around her in crescents and rising spirals. Any creature that starts its turn within 5 feet of her, or that ends a move there, takes 5 (1d10) cold damage as the pressure crashes inward. The water dissolves when she falls or chooses to release it (no action).

Actions

Multiattack. The djinn makes two attacks: one with her crescent blade and one Crashing Surge, or she casts a spell and makes one crescent blade attack.

Crescent Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) cold damage.

Crashing Surge. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Rising Wall (Recharge 5-6). The djinn raises a curving wall of pressurized water in a 30-foot line that is 10 feet high and 5 feet wide. Each creature in the line makes a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save and being pushed 10 feet, or half damage with no push on a success. The wall remains as difficult terrain that blocks line of sight until the end of the djinn's next turn.

Bonus Actions & Reactions

Tidestep. Reaction, when the djinn is hit by an attack: She dissolves into spray and reforms in an unoccupied space within 20 feet she can see, reducing the triggering damage by 9 (2d8).

A crowned jinn mystic stands amid coiling crescents of conjured ocean, her curved blade half-drawn while a rising spiral of water hangs frozen at her shoulder, poised to crash on command.

Djinn female 01, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 76 (scaled ×0.6) Speed 30 ft., fly 40 ft. (hover)
STR12+1
DEX18+4
CON16+3
INT15+2
WIS17+3
CHA18+4

Living Water (signature). Djinn female 01 is a coil of conjured ocean. It can move through any space as narrow as 1 inch without squeezing and has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Actions

Drowning Coil. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and a Large or smaller target is grappled (escape DC 14).

Reactions

Break Upon. When an ally within 10 feet is hit by an attack, Djinn female 01 crashes between them, granting that ally +2 AC against the triggering attack.

A bound elemental remnant of shaped sea that follows its mystic as a living current, coiling to seize and to shield.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC13

Open with Crashing Surge to push a frontliner prone, then hover out of reach over water so melee characters waste turns closing. Use Rising Wall to split the party and pick off whoever ends up alone. Pair her with a tougher brute or a flagship boss to hold the line while she controls the field.

Tier 2Levels 5-10 · NATIVE
AC16HP17d8+51 (127) To-hit+7Save DC15

Open with Rising Wall to cut the party in two and flood the gap, then hover and trade Crashing Surge for prone targets. Sculpted Sea punishes anyone who crowds her, so let melee come to you and Tidestep away from the first big hit. Kill-priority her after the boss; until then she is a control piece, so spend a turn or a counterspell to break her wall.

Tier 3Levels 11-15 · GUIDELINE
AC18HP23d8+92 (195) To-hit+9Save DC17

Run her as the controller in a tidal warband, not alone. Lead with Rising Wall to isolate a target, surge them prone, and let minions or a bigger threat such as the towering jinn lord finish the kill. Sculpted Sea and Tidestep make her slippery, so pair her with bodies that punish whoever chases her.

Put Djinn female 01 on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

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Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Djinn female 01?

Natively CR 6 (Tier 2, levels 5-10), a roughly 2,300 XP elemental mystic. The stat block also scales down to a CR 2-ish Tier 1 version and up to a CR 11-ish Tier 3 version; the traits and actions stay identical and only the numbers move.

Can Djinn female 01 be a companion or ally?

Yes. As a neutral jinn mystic she can be a hired tidebinder, a bound spirit repaying a debt, or a wary ally against a greater threat. Her own bound companion, Spume, a living coil of conjured sea, follows her as a grappler and shield.

Is she a solo boss?

No. She is an add-on controller built to support a flagship, not to fight a full party alone. Pair her with a tougher centerpiece such as the towering jinn lord, or run her with minions and her companion Spume so she can wall, push, and control while others deal the killing damage.

Tell Us How It Ran

Played Djinn female 01 at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included