Djinn female 04
Djinn female 04 — The Encounter
Daughter of the deep tide, sworn to the salt covenant · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn female 04
The water djinn are counted among the freeborn spirits of the sea, daughters of the deep tide bound by the salt covenant rather than by any mortal master. Where the fire and storm genies rage, this one moves like the pull of the moon on the water: patient, inexorable, and impossible to grasp. Sailors who break an oath sworn over salt water tell of a woman who walks the wave-tops at dusk, a scimitar of glass-green brine in her hand, asking only that promises be kept. Those who lie to her are taken down into the drowning coil, where the sea remembers every debt. She is not cruel, but she is the sea, and the sea keeps no mercy for the faithless. To bind her you must offer fresh water never touched by salt; to free her you must return a stolen tide. Coastal grimoires name her a guardian of harbors and a drowner of raiders both, depending only on who reached the shore first.
Run Djinn female 04 in Sixty Seconds
- Stage it on water. Drowning Coil and Undertow both key off liquid, so set the fight on a dock, flooded vault, or tide pool; on dry land she loses half her teeth.
- Open with Brine Lash. Tag the fastest PC to cut their speed by 10, then close so the 5-foot Coil aura punishes anyone who lingers beside her.
- Kill-priority is the grappler. Drag the party's strongest melee into the Drowning Coil: no breathing, 2d6 cold a turn, and one fewer attacker on your allies.
- When bloodied, kite with Undertow. Every melee hit lets her teleport 30 feet and knock the attacker prone; retreat into deeper water and reset the Coil.
- Three ways to run her: harbor-guardian who only attacks oath-breakers, a flagship boss's drowning warden paired with wave-servant minions, or a freed ally who fights beside the party that returned her stolen tide.
Djinn female 04
Medium elemental (genie), neutral
CR 6 · 2,300 XP · GUIDELINETidal Body. The djinn's form is half woman, half rushing water. She can move through any space as narrow as 1 inch wide without squeezing, and difficult terrain made of liquid or mud costs her no extra movement.
Drowning Coil. Signature. A creature that starts its turn within 5 feet of the djinn while she is in or adjacent to water must succeed on a DC 14 Strength saving throw or be pulled into a churning coil of brine, becoming grappled (escape DC 14). While grappled this way the creature can't breathe and takes 7 (2d6) cold damage at the start of each of its turns.
Actions
Multiattack. The djinn makes two attacks with her tide-blade, or one tide-blade attack and one use of Brine Lash.
Tide-Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 4) slashing damage plus 7 (2d6) cold damage.
Brine Lash. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) acid damage, and the target's speed is reduced by 10 feet until the end of its next turn as clinging salt-water drags at it.
Bonus Actions & Reactions
Undertow (Reaction). When a creature the djinn can see within 30 feet hits her with a melee attack, she may surge into water and reappear in an unoccupied space within 30 feet, forcing the attacker to succeed on a DC 14 Strength saving throw or be knocked prone by the rushing backwash.
A blue-skinned djinn rises from the waves in a corset of jeweled scale and a horned crown of coral, her lower body dissolving into living water as she levels a great curved tide-blade.
Djinn female 04, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Spray (signature). Djinn female 04 is an elemental of churning brine. It can squeeze through any gap water could pass and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and a Medium or smaller target must succeed on a DC 14 Strength save or be pushed 10 feet.
Reactions
Break the Charge. When an enemy moves within 5 feet of an ally Djinn female 04 can see, Djinn female 04 rises in a wall of water; the enemy's speed becomes 0 until the start of its next turn unless it succeeds on a DC 13 Strength save.
A loyal coil of summoned tide that follows the one who freed it, smelling always of cold open ocean.
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 Brine Lash from range to slow the fastest PC, then close near any water source so Drowning Coil threatens. If clustered on a dock or shoreline, lash the back line. Pair with a bigger threat or a school of minions; she is an add, not a finale.
Open from water with Brine Lash on the squishiest caster, then Multiattack the closest melee. Kill-priority: drag the strongest grappler into the Drowning Coil to neutralize their action economy. When bloodied, use Undertow each round to reposition into deeper water and force prone, peeling melee off her allies.
Run her in a flooded lair beside a larger flagship boss, controlling the field while the boss kills. Open by coiling the front-liner, lash the back, and let Undertow scatter the party across the water. Pair with minion wave-servants; she is the warden, not the headliner.
Put Djinn female 04 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 04?
Her home build is CR 6 (Tier 2, ~levels 5-10): AC 16, 123 HP, +7 to hit, save DC 14. The record also gives Tier 1 (~CR 2) and Tier 3 (~CR 11) versions with the same traits and only the numbers scaled.
Can Djinn female 04 be a companion or ally?
Yes. A party that returns her stolen tide or offers untainted fresh water can free her; she fights beside them as a tide-warden. The bundled companion, Surge the Bound Wave-Servant, is a lighter ally option for parties who want the elemental flavor without a full CR 6 adversary.
Is she a solo boss?
No. She is a control-focused add-on, not a centerpiece. She lacks legendary actions, so a four-PC party out-acts her; deploy her alongside a flagship boss or a wave of minions where her grapple-and-reposition kit shines.
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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