Djinn male 01
Djinn male 01 — The Encounter
Brine-Forged Enforcer, Crescent of the Drowned Crown · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn male 01
It is written that Iblis the drowned king does not raise armies of clay, but of brine. Each enforcer is quenched in ritual seawater while a vow is spoken over the hilt; the oath cools into the metal and the warrior wakes already bound, the mark of the drowned crown burned beneath the gorget. They do not breathe so much as the tide breathes through them. In battle the curved blade is almost ceremony, the true weapon being the arc of water that follows the swing a half-heartbeat late, crashing where the steel has already passed. Sailors who survived a reef-shrine raid speak of helmed figures walking up the faces of waves to reach a foundering deck, of men shoved from their feet by nothing they could see. An enforcer fights until the vow is fulfilled or the body unmakes itself back into spray, and even then the helm is said to sink, waiting, until the king has need of another mouth for the sea to speak through.
Run Djinn male 01 in Sixty Seconds
- Open with Crashing Surge the moment two or more PCs line up: a 30-foot line for 6d8 cold that knocks prone is the djinn's whole game plan, so fire it turn one and recharge into it again.
- Kill-priority is the back rank. Use the 10-foot shove on every Crescent Tide-Blade hit to walk a single PC out of their healer's reach, then finish them with the second swing.
- When bloodied, remember Drowned Crown's Mark — the first time it would drop to 0 from non-fire damage it survives at 1 HP, so don't let the party assume the kill; it gets one more full turn.
- Three ways to run it: (1) frontline bruiser shoving the formation apart, (2) lair piece on a flooded deck where Tidal Stride lets it walk waves to flank, (3) Iblis's bodyguard that Ripostes anyone who reaches the boss.
Djinn male 01
Medium elemental, lawful evil
CR 6 · 2,300 XP · GUIDELINEDrowned Crown's Mark. The djinn is bound to a sworn command and cannot be charmed or frightened while pursuing it. When it is reduced to 0 hit points by anything other than fire damage, it instead drops to 1 hit point if it has not yet used this trait since its last long rest.
Tidal Stride. The djinn ignores difficult terrain made of water, mud, or sand, and it has advantage on Strength (Athletics) checks made to shove a creature it can reach.
Actions
Multiattack. The djinn makes two attacks with its crescent tide-blade.
Crescent Tide-Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+4) slashing damage plus 9 (2d8) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the djinn.
Crashing Surge (Recharge 5-6). The djinn hurls a coiling arc of water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) cold damage and being knocked prone on a failed save, or half damage and not knocked prone on a success.
Bonus Actions & Reactions
Undertow Riposte. Reaction. When a creature within 5 feet hits the djinn with a melee attack, the djinn may slam them with a wall of pressure: the attacker must succeed on a DC 15 Strength saving throw or be pushed 10 feet and have its speed reduced to 0 until the start of its next turn.
An elite abyssal enforcer sheathed in bronze scale and an ocean-god helm, a vast crescent of living water curling at his back like a frozen wave mid-break.
Djinn male 01, Bound
Companion · acts on your initiative
Bound · GUIDELINESworn Wave (signature). Once per short rest, Djinn male 01 can call a surge that grants an ally within 30 feet temporary hit points equal to 1d8 + its level and lets that ally stand from prone without provoking opportunity attacks.
Actions
Curved Tide-Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 4 (1d8) cold damage.
Reactions
Pressure Ward. When an ally within 5 feet is hit by a melee attack, Djinn male 01 shoves the attacker with a pulse of water; the attacker must succeed on a DC 13 Strength save or be pushed 5 feet.
A lesser enforcer whose vow was sworn to a person rather than a king, walking at a chosen warrior's shoulder until the debt of brine is paid.
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 down the longest line of clustered PCs to knock them prone, then close and chop the prone melee. Kill-priority is any caster who breaks line of sight from the water. Pair it with weaker tide-cultists so the prone PCs get swarmed before they stand.
Open with Crashing Surge across the party's front line, then Multiattack the prone front-liner and shove them off the formation. Hold Undertow Riposte for the heaviest melee striker to strand them speed-0. With minions or a lair, position so PCs must cross open water (its Tidal Stride terrain) to reach the back rank.
Lead with Crashing Surge, then Multiattack the lowest-AC PC and use the push to peel them from healing range. Save Undertow Riposte to lock down whoever hits hardest. Do not run this alone at this tier — pair it with a bigger threat like Iblis or a tide-mystic so its shove-and-prone control sets up the real damage dealer.
Put Djinn male 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 male 01?
Its home tier is CR 6 (2,300 XP), built for a level 5-10 party. The stat card also gives drop-in CR 2 (level 1-4) and CR 11 (level 11-15) versions so you can field the same enforcer at your table's tier — only the numbers change, the kit stays the same.
Can Djinn male 01 be a companion or ally?
Yes. Use the bound companion Tideglass, a lesser enforcer (AC 14, 74 HP) who shoves attackers off allies and once per short rest grants temporary hit points with Sworn Wave. It fits a player who has bargained with the brine or a sea-shrine the party defends.
Should I run Djinn male 01 as a solo boss?
No — it is an add-on enforcer, not a centerpiece. It lacks legendary actions, so a four-PC party will out-act it. Run it as a control bruiser alongside minions, a flooded lair, or a true boss such as Iblis, where its shove-and-prone game sets up the heavier threat.
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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