Djinn male 04
Djinn male 04 — The Encounter
Crowned Lord of the Whirling Wind and Storm-Blade · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn male 04
Among the Marid and Djinn sovereigns of the upper air, none are so jealous of their dominion as the Crowned Lords of the four winds. Folklore holds that such a one was bound by Solomon to guard the gates between cloud and earth, and never wholly forgave the chaining. Where it passes, the sky bruises violet and the ground forgets its weight; pilgrims who would cross its airy palaces must bring tribute of song and salt, for the djinn prizes courtesy above gold and despises a guest who arrives armed and silent. It keeps no lie and breaks no sworn oath, yet its temper is the temper of weather itself, turning from clear calm to shrieking gale on a slighted word. Sailors carve its crowned likeness on their masts to beg fair wind, and curse the same image when the storm-blade falls. Bound or free, it remembers every name spoken in its hearing, and answers each in its own time.
Run Djinn male 04 in Sixty Seconds
- Stay airborne It hovers with 90 ft. fly speed and Gale Step legendary actions, so grounded melee parties will struggle to reach it. Force it down with grapples, nets, or its own bad save against restraint (it has advantage there) before committing.
- Open with Cyclone The 20-ft-radius vortex hits the whole clustered party for 10d6 thunder and flings failures upward into a falling drop, the highest-value opening it has. Recharge 5-6, so it leads with it.
- Kill-priority is its mobility, not its HP If you can lock it in place, the storm-blade and Thunderbolts are manageable; let it keep flying and it out-paces everyone. Counterspell or grapple the moment it goes for Howling Decree.
- When bloodied it stops kiting and unloads Howling Decree every round it can, deafening the casters and punishing clustered revives, so spread out below half.
- Three ways to run it a jealous crowned sky-lord defending an airy palace (talk-first, courtesy disarms it), a bound storm bodyguard chained to a greater master, or the deadly aerial half of a two-boss fight.
Djinn male 04
Large elemental, chaotic good
CR 9 · 5,000 XP · GUIDELINEElemental Sovereignty. The djinn has advantage on saving throws against spells and effects that would push, restrain, or hold it. It cannot be knocked prone and ignores difficult terrain.
Storm-Crowned (signature). The air within 20 feet of the djinn churns at its will. As a free action on its turn, the djinn may declare the zone a tempest: ranged weapon attacks made into or through it are at disadvantage, and any creature that ends its turn there takes 7 (2d6) lightning damage. The djinn may end or move the tempest with it as part of its movement.
Actions
Multiattack. The djinn makes three attacks with its storm-blade, or hurls two Thunderbolts.
Storm-Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) lightning damage.
Thunderbolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (3d8+4) thunder damage, and the target must succeed on a DC 16 Strength saving throw or be pushed 15 feet away and knocked prone.
Cyclone (Recharge 5-6). The djinn conjures a roaring vortex centered on a point it can see within 120 feet. Each creature in a 20-foot-radius, 60-foot-high cylinder must make a DC 16 Strength saving throw, taking 35 (10d6) thunder damage and being flung 20 feet upward on a failure, or half damage and no movement on a success. A creature flung upward falls at the end of the turn, taking falling damage.
Bonus Actions & Reactions
Riding the Wind. Reaction. When a creature the djinn can see ends a move within 30 feet of it, the djinn may make a Storm-Blade attack against that creature, then fly up to 30 feet without provoking opportunity attacks.
Legendary Actions (3/Round)
Gale Step. The djinn flies up to half its speed without provoking opportunity attacks.
Thunderbolt. The djinn makes one Thunderbolt attack.
Howling Decree (Costs 2 Actions). Each creature within 30 feet of the djinn must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage and be deafened until the end of its next turn.
A crowned djinn lord stands wreathed in spiraling wind, its lower body dissolving into a churning column of storm-cloud, a blade of blue lightning held aloft like a scepter of the sky.
Djinn male 04, Bound
Companion · acts on your initiative
Bound · GUIDELINEBorne Aloft (signature). While within 60 feet of Djinn male 04, an allied creature gains a flying speed of 30 feet (hover) as long as it starts its turn there.
Actions
Wind Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) thunder damage.
Reactions
Buffeting Gust. Reaction. When an ally within 30 feet is hit by a ranged attack, Djinn male 04 conjures a gust; the attacker rerolls the damage and uses the lower result.
A lesser wind-spirit chained to the lord's service, a coil of grey cloud that lifts allies into the safety of the open sky.
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 at range with Thunderbolt to scatter a clustered party, then drop the tempest zone on whoever closes. Kill-priority is the squishiest caster; use Riding the Wind to strike and reposition every round so melee never pins it. Pair it with a flagship storm or fire boss as the airborne harasser.
Lead with Cyclone the instant the party bunches up, flinging melee threats into the air. Keep the tempest centered on the front line and use Thunderbolt to knock down anyone who escapes. With minions, let them screen while it stays aloft and out of reach.
Open with Cyclone, then full Storm-Blade Multiattack on the deadliest melee PC. Spend legendary actions on Gale Step + Thunderbolt to stay airborne and untouchable, saving Howling Decree for when the party clusters to revive someone. When bloodied it becomes reckless, leading with Howling Decree every round; run it as a true centerpiece with its lair, or pair it with a bigger threat for a deadly aerial duo.
Put Djinn male 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 male 04?
Its native home is Tier 3 (levels 11-15) at CR 9, worth 5,000 XP. Because it is a genuine solo boss with multiple legendary actions and a punishing reaction, its sheet drops one band so a 4-PC party can still out-act it. Scaled stat blocks for Tier 1 (levels 1-4) and Tier 2 (levels 5-10) are included if you want it as a lesser wind-lord.
Can Djinn male 04 be a companion or ally?
Yes. A crowned djinn that prizes courtesy and sworn oaths makes a powerful patron rather than a hireling. If the party honors its customs, it may lend Zephyr, Bound, a wind-spirit that grants allies flight and buffets away incoming arrows. Use the companion block for that allied version; the full stat block is for when negotiations fail.
Why is this an elemental and not a fiend or genie 'type'?
Djinn of folklore and the Lesser Key are spirits of air and storm, so the SRD-safe framing is Large elemental with lightning and thunder resistance. It is a creature of weather and wind, not a devil or demon, and its lightning blade and cyclone reflect that elemental nature.
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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