Djinn female 05
Djinn female 05 — The Encounter
Crowned daughter of smokeless fire, weaver of mirage · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn female 05
Of the children born from smokeless fire, the crowned djinniyah are counted among the proud. Where the marid command the deep waters and the ifrit the furnace-heart of the world, this daughter of the air rules wind and lightning and the trembling mirage. She wears her station upon her brow: a diadem of black thorns set with sparks of stormlight, marking her as one who has bound oaths and broken them. Those who would summon her must speak her hidden name three times and offer a vessel worthy of her vanity, for she despises mean bargains. Honor her and she may grant safe passage across the desert, calling rain from cloudless sky; insult her and she conjures the simoom, the killing wind that flays caravans to bone. She does not lie, yet every truth she speaks coils like a serpent, and the wise sorcerer keeps his wording tighter than her grasp.
Run Djinn female 05 in Sixty Seconds
- She is a skirmisher, not an anchor. Keep her airborne and hovering at 30-40 ft.; she dives in, hits, and leaves. Never let her get pinned in melee.
- Open with Stormbolt. The instant two or more PCs cluster, drop the 10-ft. lightning burst (DC 15 Dex) to knock them prone and soften the round.
- Kill-priority: the exposed caster. Scimitar of Wind plus Smokeless Fire chews through light armor; ignore the tank and relocate via Mirage Step or Veil of Sand.
- When bloodied, play keep-away. Use Veil of Sand on the next solid hit to teleport 30 ft., recharge Stormbolt, and force the party to chase a flying target.
- Three ways to run her: desert ambusher with sand minions, bound servant of a greater djinn-noble, or a bargaining spirit the party negotiates with mid-fight.
Djinn female 05
Medium elemental, chaotic neutral
CR 6 · 2,300 XP · GUIDELINESmokeless Fire. The djinn was forged of scorching wind and her form never fully settles. The first time on each of her turns she ends a move in a creature's space or adjacent to one, she may leave behind a wisp of searing air: that creature takes 5 (1d10) fire damage unless it succeeds on a DC 15 Dexterity save.
Mirage Step. When the djinn takes the Dash action her outline scatters into glittering haze; attack rolls against her are made with disadvantage until the start of her next turn.
Actions
Multiattack. The djinn makes two Scimitar of Wind attacks, or casts a spell and makes one Scimitar of Wind attack.
Scimitar of Wind. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 7 (2d6) lightning damage.
Stormbolt (Recharge 5-6). The djinn hurls a spinning lance of cloud at a point within 60 ft. Each creature in a 10-foot radius makes a DC 15 Dexterity save, taking 31 (7d8) lightning damage on a failure, or half as much on a success. Creatures that fail are pushed 10 ft. and knocked prone.
Bonus Actions & Reactions
Veil of Sand (Reaction). When the djinn is hit by an attack she can scatter into stinging sand; she takes only half the damage and may teleport up to 30 ft. to an unoccupied space she can see.
A crowned djinn of smokeless fire stands wreathed in faint turquoise lightning, her spiked diadem and woven robes flickering as though half-made of wind. She is at once a courtly noble and a coiled storm.
Djinn female 05, Bound
Companion · acts on your initiative
Bound · GUIDELINERider on the Wind (signature). Djinn female 05 is a lesser air-spirit sworn to the djinn's service. It can move through the space of any creature and ignores difficult terrain caused by wind, sand, or weather.
Actions
Buffeting Gust. Ranged Weapon Attack: +5 to hit, range 40 ft., one target. Hit: 11 (2d6 + 4) thunder damage, and a Medium or smaller target must succeed on a DC 13 Strength save or be pushed 10 ft.
Reactions
Catch the Fall. When an ally within 20 ft. would take falling damage, Djinn female 05 swirls beneath them, reducing that damage to 0.
A whirling knot of grit and warm air that follows the djinn like a faithful hound, hissing with every gust.
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 Stormbolt into the clustered party, then Mirage Step away so the survivors waste a round closing. Kill-priority is anyone in light armor caught in the blast. Pair her with sand-skirmisher minions; she is a harasser, not a wall.
Lead with Stormbolt the moment two or more PCs bunch up, then dive in for two Scimitar of Wind attacks and let Smokeless Fire singe a third target. Hold Veil of Sand for the first big hit so she can teleport clear of the melee. Kill-priority the squishiest caster; she does not duel front-liners, she relocates.
Run her as the storm-caller in a larger desert-court fight, recharging Stormbolt to scatter ranged attackers while ifrit or guardians hold the line. She works best with minions or a lair; pair her with a bigger threat rather than fielding her alone, and keep her airborne and out of reach between blasts.
Put Djinn female 05 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 05?
She is a Challenge Rating 6 elemental (2,300 XP) at her native Tier 2, built for parties of levels 5-10. Tier 1 (levels 1-4) and Tier 3 (levels 11-15) variants are provided, with only the numbers shifted.
Can Djinn female 05 be a companion or ally?
Yes. A bound or bargained djinn makes a striking patron-ally: she can scout from the air, hurl Stormbolt at enemy clusters, and grant safe passage across the wilds. Her companion spirit, Zephyr, can be lent to the party as a lighter aerial helper.
Is she safe to drop into any setting?
Entirely. She is grounded in public-domain Arabian and Islamic folklore of the djinn born of smokeless fire, using only SRD elemental statistics, so she fits any desert, planar, or mythic campaign without proprietary lore.
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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