Djinn female 02
Djinn female 02 — The Encounter
Smokeless-fire daughter of the desert wind, granter of crooked wishes · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn female 02
Among the tribes of smokeless fire she is named a wind-daughter, born where the noon mirage shivers and the sand begins to sing. Folklore holds that the djinn dwell unseen beside humankind, governed by their own courts and bound only by oath, true name, or the desperation of a wish spoken plainly. This one trades in promises: she will grant what the tongue asks, never what the heart meant, and so leaves the greedy poorer than the patient. The sages warn that to summon her you need only voice your longing aloud within her hearing, and that to dismiss her you must release her from the letter of the bargain, not the spirit. She wears the desert's wealth as ornament because gold means nothing to one who can scatter it on the wind, and she despises iron, salt, and the recitation of her hidden name. Those who treat her as a servant learn, too late, that the wind keeps no master.
Run Djinn female 02 in Sixty Seconds
- Bait the wish. Crooked Wish only fires when a creature speaks a request, command, or wish within 30 ft. — taunt the party into bargaining or barking orders, then twist their words for 4d6 psychic.
- Open on the cluster. Lead with Conjure Whirlwind: 6d6 plus prone on a 20-ft. circle is your best round when PCs bunch up; save Wind Lash for stragglers.
- Kill-priority: the controller. Drop whoever locks her down (grapplers, fliers, counterspellers) first, because Smokeless Flight and Step on the Wind let her ignore everyone else.
- When bloodied, go aerial. Below half HP, stay at 60-ft. altitude, hover, and trade Wind Lash for Whirlwind — melee parties simply cannot reach her.
- Three ways to run her: (1) trickster guarding a wish she refuses to grant honestly, (2) summoned servant scheming to twist her binder's command, (3) elemental enforcer flanking a bigger desert boss.
Djinn female 02
Medium elemental (djinni), chaotic neutral
CR 6 · 2,300 XP · GUIDELINESmokeless Flight. The djinn can move through a space as narrow as 1 inch wide without squeezing by dissolving into rushing wind, and her movement provokes no opportunity attacks from creatures she flies past.
Crooked Wish. Signature. Once per turn when a creature within 30 feet speaks aloud a request, wish, or command, the djinn may twist it. The creature must succeed on a DC 14 Wisdom saving throw or take 14 (4d6) psychic damage as the meaning of its own words turns against it, and the djinn learns one fact the creature most desires.
Actions
Multiattack. The djinn makes two Wind Lash attacks, or makes one Wind Lash attack and uses Conjure Whirlwind.
Wind Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 4) slashing damage plus 7 (2d6) thunder damage.
Conjure Whirlwind (Recharge 5-6). The djinn summons a 20-foot-radius whirlwind centered on a point she can see within 60 feet. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and being knocked prone on a failed save, or half damage on a success.
Bonus Actions & Reactions
Step on the Wind. Reaction. When a creature the djinn can see ends a melee attack against her, she may dissolve into wind and move up to 30 feet without provoking opportunity attacks, reappearing solid at the end of the move.
Carved mid-conjuration, this djinn rises on a column of jeweled smoke, arms thrown wide as the desert wind braids itself into knives around her. Her translucent veils and serpentine wisps mark her as a creature of smokeless fire, beautiful and unbound.
Djinn female 02, Bound
Companion · acts on your initiative
Bound · GUIDELINEWish-Keeper (signature). Once per day Djinn female 02 may grant an ally within 30 feet who can hear her one boon: the ally gains advantage on the next saving throw it makes within the next minute.
Actions
Sirocco Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage.
Reactions
Veil of Sand. Reaction. When an ally she can see within 30 feet is hit by an attack, Djinn female 02 conjures a screen of stinging sand, imposing disadvantage on that attack roll.
Sworn to a patient master rather than seized by a careless one, Djinn female 02 answers honestly and guards the bargain she chose to keep.
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 Conjure Whirlwind to scatter a clustered party, then peck with Wind Lash from the air. Kill-priority her before she isolates a lone PC with Crooked Wish. At this tier run her as a haunting nuisance guarding an oasis, paired with sand-burrowing minions rather than facing the party head-on.
Open by baiting a wish or threat to trigger Crooked Wish on the loudest PC, then Conjure Whirlwind into the cluster. Use Step on the Wind every time a melee striker closes, peeling away to fly and lash. Kill the front-line controller fast; pair her with elemental thralls or a binding-sorcerer so she is never the only threat.
Lead with Crooked Wish to punish the party's caller, then Conjure Whirlwind every recharge while gliding out of reach. She thrives in a windswept lair of moving sand and floating debris; pair her with a bigger threat (a bound efreeti-style boss or a Goetic summoner) since alone she lacks the action economy to outlast a high-tier party.
Put Djinn female 02 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 02?
Her home tier is CR 6 (2,300 XP), tuned for a party of levels 5-10 with AC 16, 127 HP, +7 to hit and save DC 14. Tier 1 and Tier 3 stat blocks are provided that keep her traits identical and only shift the numbers into the lower (~CR 2) and higher (~CR 11) bands.
Can Djinn female 02 be a companion or ally?
Yes. As Zephyra, Bound she becomes a sworn-by-oath ally (AC 15, 76 HP) who grants a once-per-day saving-throw boon, strikes with a Sirocco Touch fire attack, and shields a friend with Veil of Sand. She represents a djinn who chose to keep a fair bargain rather than one seized by a careless master.
Is she solo-capable as a boss?
No. She is a fast, slippery skirmisher-caster built as an add-on, not a centerpiece. Without legendary actions she cannot out-act a full party, so pair her with minions, a hazardous windswept lair, or a larger flagship threat to make her shine.
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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