Djinn male 03
Djinn male 03 — The Encounter
Storm-Born Spirit of the Open Sky and Whirlwind · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn male 03
Among the marid and ifrit of the old tales, the air-djinn are the freest and most fickle, born where desert heat meets the upper winds. The grimoires name this one a spirit of the open sky, bound by no mortal lamp until a daring conjurer carves its sigil into a ring of brass. It honors a true bargain to the letter and punishes a broken one with the same precision, scattering oath-breakers across the dunes on a screaming gale. Sailors who survived its passage spoke of a face both beautiful and terrible, of laughter rolling like distant thunder before the squall. It does not hate mortals; it merely finds their smallness amusing and their promises binding only when sworn upon the wind itself. To summon it is to invite a storm into your house and trust it to leave when asked, no sooner and never a moment late.
Run Djinn male 03 in Sixty Seconds
- Stay airborne. The djinn hovers and never lands willingly; its 60 ft. fly speed plus Whirlwind Body (ranged attacks at disadvantage) mean melee parties will struggle to reach it. Force it down with grapples, nets, or a wall spell.
- Open with Create Whirlwind. Drop the cyclone the instant two or more PCs cluster: 6d6 bludgeoning, prone, and 10 ft. of forced movement scatters the whole formation.
- Kill-priority is your ranged damage. Because arrows and bolts already roll at disadvantage, prioritize closing the gap or landing it before spending your turns plinking at it.
- When bloodied (64 HP), it turns vindictive. It leans on Stormwind, thunderclapping every melee attacker, and uses Whirlwind Body to fire Stormwind a second time off any 20+ hit.
- Three ways to run it: a fickle bargain-spirit testing the party's word, an enraged elemental loosed from a shattered ring, or air-support circling a flagship boss while the PCs are pinned below.
Djinn male 03
Large elemental (genie), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEElemental Demise. If the djinn dies, its body dissolves into a warm breeze, leaving behind only equipment the djinn was wearing or carrying.
Whirlwind Body. Signature. The djinn is wreathed in living wind. When it would be hit by a ranged weapon attack, the attacker rolls with disadvantage as the gale buffets the missile aside. Whenever the djinn takes 20 or more damage from a single attack, it can immediately use its Stormwind reaction even if it has already taken a reaction this round.
Actions
Multiattack. The djinn makes three scimitar attacks, or two if it has used Create Whirlwind this turn.
Storm Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+4) slashing damage plus 7 (2d6) lightning damage.
Create Whirlwind (Recharge 5-6). The djinn conjures a 20-foot-tall, 10-foot-wide cyclone within 60 feet. Each creature in the area must make a DC 15 Strength saving throw, taking 21 (6d6) bludgeoning damage and being flung 10 feet away and knocked prone on a failure, or half damage on a success.
Bonus Actions & Reactions
Stormwind. Reaction. When a creature within 10 feet hits the djinn with a melee attack, the djinn lashes back with a thunderclap. The attacker must succeed on a DC 15 Constitution saving throw or take 9 (2d8) thunder damage and be pushed 10 feet.
A towering blue-skinned spirit crowned with curling horns, this djinn rises from a churning column of storm-cloud and crystalline wind, its scimitar trailing arcs of lightning.
Djinn male 03, Bound
Companion · acts on your initiative
Bound · GUIDELINERiding the Gale (signature). Once per turn, when an ally within 30 feet moves, Djinn male 03 can grant them 10 feet of flying movement on a cushion of wind that does not provoke opportunity attacks.
Actions
Gust Lash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Reactions
Sheltering Wind. When a creature it can see within 30 feet is hit by a ranged attack, Djinn male 03 imposes disadvantage on that attack roll with a sudden crosswind.
A lesser wind-spirit sworn to the djinn's service, half-formed and grinning, who delights in carrying allies aloft just out of an enemy's reach.
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 Create Whirlwind to scatter a clustered party, then close on the most exposed striker. Treat Stormwind as free punishment for anyone who melees it. Pair it with a bigger storm-themed threat or a knot of cultist minions; at this tier it is a memorable mid-fight reveal, not the final boss.
Hover out of reach and open with Create Whirlwind when two or more PCs are bunched. Kill-priority is the party's ranged damage and casters, since Whirlwind Body already blunts arrows and bolts. Use Stormwind to tax melee attackers and reposition the front line. Excellent as a flagship boss's air-support add-on.
Lead with Create Whirlwind, then carve the casters with three lightning scimitar swings. Whirlwind Body plus Stormwind make it brutal to pin down, so it stays mobile and never lets melee corner it. At this tier do NOT run it alone; pair it with a bigger threat or fill its lair with bound wind-spirits so the action economy holds.
Put Djinn male 03 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 03?
Its home tier is CR 6 (2,300 XP) for level 5-10 parties: AC 16, 127 HP, +7 to hit, save DC 15. The stat card also gives a scaled CR 2-style build for level 1-4 and a CR 11-style build for level 11-15, with identical traits and only the numbers moved.
Can Djinn male 03 be a companion or ally?
Yes. As a free wind-spirit it makes a natural patron or bargained ally, and the card includes Zephyr, Bound, a lesser companion (AC 14, 76 HP) that lifts allies on the wind and shields them from ranged fire.
Is it solo-capable as a boss?
Not on its own. It has one strong reaction and a recharge AoE but no legendary actions, so a four-player party will out-act it. Run it as air-support beside a flagship boss, or surround it with bound wind-spirits and a lair so the action economy stays fair.
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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