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Djinn male 04 — Djinn Chronicles STL miniature by Clay Cyanide

Djinn male 04

Djinn Chronicles
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community25 views · 0 likes

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

Djinn male 04

Large elemental, chaotic good

CR 9 · 5,000 XP · GUIDELINE
AC 17 (armor of cyclonic wind) HP 161 (17d10+68) Speed 30 ft., fly 90 ft. (hover)
STR21+5
DEX15+2
CON18+4
INT15+2
WIS16+3
CHA20+5
SavesDEX +6, WIS +7, CHA +9
SkillsInsight +7, Perception +7, Persuasion +9
Resistlightning, thunder
Sensesdarkvision 120 ft., passive Perception 17
LanguagesAuran, Common, the tongues of the four winds

Elemental 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 · GUIDELINE
AC 15 HP 97 (scaled ×0.6) Speed 30 ft., fly 90 ft. (hover)
STR21+5
DEX15+2
CON18+4
INT15+2
WIS16+3
CHA20+5

Borne 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+16 (52) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · GUIDELINE
AC16HP12d10+48 (114) To-hit+7Save DC15

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.

Tier 3Levels 11-15 · NATIVE
AC17HP17d10+68 (161) To-hit+9Save DC16

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

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

Played Djinn male 04 at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included