Djinn female 01
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
- She is a controller, not a striker. Hold her back, open with Rising Wall to split the party and flood the gap, then surge the most exposed target prone.
- Punish the crowd. Sculpted Sea deals automatic cold damage to anyone within 5 feet, so she WANTS melee to pile in. Let them, then Tidestep away from the first big swing.
- Kill-priority: after the boss. She does not out-damage a frontline brute, but her wall and pushes wreck your formation. Burn a counterspell, a dispel, or one focused turn to drop her wall.
- When bloodied, go evasive. Hover over water out of melee reach, spam Crashing Surge for the knockdown, and save Tidestep for the heaviest incoming hit.
- Three ways to run her: tidebinder lieutenant beside the jinn-lord boss; ambush controller who floods a chokepoint; or a duo with Spume that grapples while she walls and surges.
Djinn female 01
Medium elemental, neutral
CR 6 · 2,300 XP · GUIDELINETidebinder'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 · GUIDELINELiving 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.
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.
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.
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.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
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
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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