Djinn male 02
Djinn male 02 — The Encounter
Horned Wish-Smith Robed in Cold Blue Fire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn male 02
Among the wandering djinn of the high deserts, this one is named in the old grimoires as a wish-smith: a spirit of air and flame who deals in oaths the way merchants deal in salt. It was bound long ago to a brass ring and a copper lamp, and though the vessels have crumbled, the habit of the bargain remains. It does not kill outright; it offers. A traveler dying of thirst is shown a spring, and asked only for a name, a memory, a year of life. Those who refuse its terms learn why the elementals of fire are feared, for the same cold blue flame that lights its smile will strip flesh from bone in a single searing wind. Sages warn that to speak with such a being is already to lose, for its tongue weights every word against you, and the longer the parley, the heavier the chains it forges from your own promises. Bind it with iron and silence, never with conversation.
Run Djinn male 02 in Sixty Seconds
- Hold for the cluster: don't waste Searing Wind on one target. Wait until two or more PCs bunch, then cone them and shove the front line back 10 feet.
- Open with the bargain: have it speak/offer terms turn one so Bargainer's Tongue is online, then its first scimitar hit lands a saving-throw debuff.
- Kill-priority is the fire-stopper: it is immune to fire, lightning, and thunder, so the real threat is the cold/force/radiant caster. Send the scimitar at them.
- When bloodied: it stops trading blows and kites, using Whirling Smoke every round to halve melee and fly 20 ft. away, picking off stragglers with the cone.
- Three ways to run it: as a haggling trickster who fights only if cheated; as a vengeful bound spirit slipping its ring; or as a flame-lord lieutenant beside a bigger boss.
Djinn male 02
Large elemental (genie), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEElemental Body. The djinn's lower half dissolves into a coil of cold blue flame and smoke. It can move through a space as narrow as 1 inch wide without squeezing, and a creature that ends its turn within 5 feet of the djinn takes 4 (1d8) fire damage.
Bargainer's Tongue (signature). The wish-smith never strikes without first offering terms. Once per turn, when the djinn hits a creature it has spoken to this combat, the target has disadvantage on the next saving throw it makes before the end of its next turn, as the bargain's weight settles on it.
Actions
Multiattack. The djinn makes two Flameblade Scimitar attacks, or it uses Searing Wind and makes one Flameblade Scimitar attack.
Flameblade Scimitar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) slashing damage plus 7 (2d6) fire damage.
Searing Wind. The djinn exhales a 30-foot cone of howling blue fire. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much on a success. Creatures that fail are pushed 10 feet away.
Bonus Actions & Reactions
Whirling Smoke. (Reaction, when the djinn is hit by a melee attack) The djinn becomes a column of smoke until the start of its next turn; the triggering damage is halved, and it can fly up to 20 feet without provoking opportunity attacks.
A horned spirit-lord sheathed in lacquered brigandine, its lower body trailing away into a coil of cold sapphire fire, a curved scimitar of living flame in hand and a wish half-spoken on its lips.
Djinn male 02, Bound
Companion · acts on your initiative
Bound · GUIDELINECoiling Heat (signature). While within 10 feet of an ally, the salamandrine sheds light and any creature that starts its turn adjacent to it takes 3 (1d6) fire damage.
Actions
Ember Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage.
Reactions
Banked Coals. When an ally within 10 feet takes fire damage, the salamandrine absorbs it instead, taking half the amount and gaining a like number of temporary hit points.
A serpentine fire-spirit the djinn keeps coiled at its heel, more bodyguard than servant, ready to swallow flame meant for its master.
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 Searing Wind on the clustered party, then back away on Whirling Smoke. At this tier treat it as a mini-boss for a level 4 group; do not throw it solo against fewer than four PCs. Pair it with the salamandrine to threaten the back line.
Open by 'offering terms' (Bargainer's Tongue), then Searing Wind into the tightest cluster and slash the talker. Kill-priority is any caster who tries to counter its fire. Use Whirling Smoke to skip away from the front-liner each round and stay airborne.
Run it as a lieutenant beside a bigger flagship threat, not alone. Open with Searing Wind, debuff the party leader with Bargainer's Tongue, and let minions or a lair pin the melee while it kites with flight. Pair it with a larger boss so the party cannot simply gang the djinn down.
Put Djinn male 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 male 02?
Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5-10. The sheet also scales down to a CR ~2 version for levels 1-4 and up to a CR ~11 version for levels 11-15; pick the tier that matches your table.
Can Djinn male 02 be a companion or ally?
Yes. As a wish-smith it is chaotic neutral and bargains as readily as it fights, so a party that meets its terms can earn its aid. The block also includes a smaller bound salamandrine that can serve as a companion creature, with about 60 percent of the djinn's hit points and a flame-eating reaction.
Is this djinn solo boss material?
Not on its own. It lacks legendary actions and a true action-economy kit, so a four-PC party will out-act it. Run it as an add-on lieutenant beside a bigger flagship threat, or alongside its salamandrine and minions, rather than as a lone capstone boss.
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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