Djinn male 05
Djinn male 05 — The Encounter
Smokeless-fire spirit of the lamp, woven from desert wind · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn male 05
The grimoires of the old caravans name these spirits among the djinn al-ahmar, the red ones woven from smokeless fire when the world was young. Bound by ancient law to lamp, ring, or oath, a male djinn of this rank is a wind-walker and a weaver of mirages, courteous in speech and merciless in slight. He keeps to the high deserts and the ruined cities the sands have swallowed, holding court over lesser spirits of dust and ember. Those who summon him learn quickly that his gifts arrive twisted to the exact letter of the asking, never the intent. He despises iron struck three times and the true name of his sultan, and he will honor a debt to the last coin even as he plots its repayment in ruin. To bind him is to ride a storm; to free him without terms is to invite that storm to settle upon your house.
Run Djinn male 05 in Sixty Seconds
- Hover and harass Open at range with Whirlwind Lash or Conjure Gale before melee can reach; the djinn flies 60 ft. and never wants to stand still.
- Kill-priority: exposed casters Whirlwind Lash prones them and Multiattack finishes them; ignore the tank and skip past it with Elemental Body.
- When bloodied, vanish Use Veil of Smoke the instant a big hit lands, halve it, teleport 30 ft., and blind the attacker so the next round misses.
- Three ways to run it as a battlefield-control skirmisher (lead with the cone), as a duelist (close and burn fire each round), or as a trickster that bargains mid-fight and flees if the terms turn against it.
- Pairs with a grounded flagship boss or minion swarm so something else holds the line while the djinn picks the backfield apart.
Djinn male 05
Medium elemental, chaotic neutral
CR 6 · 2,300 XP · GUIDELINESmokeless Fire. The djinn's lower body trails into living vapor. It can move through a space as narrow as 1 inch wide without squeezing, and difficult terrain costs it no extra movement. When a creature within 5 ft. hits it with a melee attack, that creature takes 4 (1d8) fire damage from the searing smoke.
Elemental Body. The djinn can enter a hostile creature's space and stop there. The first time it does so on a turn, the target takes 7 (2d6) fire damage.
Actions
Multiattack. The djinn makes two attacks: with its scimitar of flame, with Whirlwind Lash, or one of each.
Scimitar of Flame. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 7 (2d6) fire damage.
Whirlwind Lash. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8+3) thunder damage, and the target must succeed on a DC 15 Strength save or be pushed 10 ft. and knocked prone.
Conjure Gale (Recharge 5-6). The djinn exhales a roaring desert wind in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much on a success. On a failure a creature is also pushed 15 ft. away.
Bonus Actions & Reactions
Veil of Smoke (Reaction). When the djinn is hit by an attack, it can dissolve into vapor, halving the damage, then teleport up to 30 ft. to an unoccupied space it can see. It reappears wreathed in smoke; the triggering attacker is blinded until the end of its next turn (DC 15 Constitution negates).
Born of smokeless fire, this djinn stands tall in a horned crown and trailing silks, its legs already unraveling into a coil of luminous vapor as it cradles a wisp of captured starlight. It is a creature of bargains and tempests, neither friend nor foe until the terms are struck.
Djinn male 05, Bound
Companion · acts on your initiative
Bound · GUIDELINELantern-Light (signature). While within 30 ft. of the Djinn male 05, allies have advantage on saving throws against being frightened, and the area sheds dim light the djinn cannot extinguish.
Actions
Cinder Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 11 (2d8+2) fire damage.
Reactions
Smother. When an ally within 30 ft. takes fire damage, the Djinn male 05 can reduce that damage by 1d10 by drinking in the flame.
A captive mote of the djinn's own fire, leashed to a hovering brass lantern; it lights the way and shields its keeper from the heat of its master's temper.
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 Whirlwind Lash to scatter and prone the front line, then hover out of reach. If a party clusters, save Conjure Gale for three or more bodies in the cone. Pair it with a sand-cultist boss; it is a harasser, not the centerpiece.
Open with Conjure Gale on the densest knot, then close to Multiattack the squishiest caster. Kill-priority is anyone with thunder/fire vulnerability or no ranged answer. When hit hard, burn Veil of Smoke to teleport away and blind the striker; keep moving so melee never gets two turns on it. Best run alongside a tankier flagship to absorb the front line.
Lead with Conjure Gale, then alternate Whirlwind Lash to keep the party prone and out of formation. Focus fire the healer. Pair it with minions or a lair full of choke-smoke; this is a wing of a bigger threat, not a solo, so let a heavier boss anchor the fight while the djinn skirmishes the flanks.
Put Djinn male 05 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 05?
Its home build is CR 6 (Tier 2, levels 5-10): AC 16, HP 127, +7 to hit, save DC 15. Scaled stat blocks for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are provided so you can drop it into any party.
Can Djinn male 05 be a companion or ally?
Yes. A bound or bargained djinn makes a striking patron-spirit or summoned ally, and the included Ember-Wisp companion (AC 13, HP 76) is a ready-made lesser bound flame that lights the way and soaks fire for the party.
Is the djinn solo boss material?
Not on its own. It is a fast, evasive skirmisher built to harass and control, so it shines as an add-on to a heavier flagship threat or alongside minions rather than as a single centerpiece encounter.
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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