Djinn
Djinn — The Encounter
Lamp-bound spirit of smokeless fire and tide · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Djinn
Among the spirits the old grimoires call the djinn, none are stranger than those bound to the drowned palaces of a sunken age. Formed, the sages write, of smokeless fire yet wedded to the deep, this one was sealed within a brass lamp by a covenant it can no longer recall and serves no master save the hand that frees it. It remembers an ocean city now lost beneath the waves, and grief moves through it like a tide. Wish-granting it may seem, yet a djinn keeps faith only to the letter of a bargain, twisting loose words to its own amusement. Rub the lamp and it uncoils in a pillar of green steam, arms folded, weighing the freer with ancient eyes. Honor it and it may part the sea for you; cheat it, and it will drown your boast in fire and brine before returning, unhurried, to its prison.
Run Djinn in Sixty Seconds
- Hover and harass the djinn has no walking speed and flies 40 ft. with hover, so keep it above melee and never let it get pinned in a corner.
- Open with Conjure Tempest drop the 20-ft. burst on the tightest knot of PCs to prone and split them, then dive on the downed with three scimitar swings.
- Kill-priority casters and anyone who has prone-locked it; in water form it slips through 1-inch gaps to reach the back line.
- When bloodied hold Veil of Vapor for the biggest incoming hit and recharge Conjure Tempest before committing to melee again.
- Three ways to run it a fire-form berserker that closes and triples scimitar, a water-form skirmisher that kites and chills, or a treacherous wish-granter that bargains mid-fight and turns on the party.
Djinn
Large elemental (genie), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEElemental Demise. If the djinn dies, its body collapses into a rushing gout of smoke and brine, leaving behind only its lamp and whatever it wore or carried.
Smokeless Fire and Tide. Signature. The djinn is woven of smokeless fire and abyssal water. As a bonus action it shifts its essence between fire and water: while in fire form its weapon attacks deal fire damage and it gains resistance to cold; while in water form its weapon attacks deal cold damage and it can move through any space as narrow as 1 inch wide without squeezing. It begins each combat in fire form.
Actions
Multiattack. The djinn makes three scimitar attacks, or it uses Conjure Tempest if available.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage plus 7 (2d6) fire or cold damage (matching its current form).
Conjure Tempest (Recharge 5-6). The djinn unleashes a spiraling wave of smoke and seawater in a 20-foot radius centered on a point it can see within 60 feet. Each creature in the area must make a DC 14 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and being knocked prone on a failed save, or half damage and remaining standing on a success.
Bonus Actions & Reactions
Veil of Vapor. Reaction, when the djinn is hit by an attack: it dissolves partly into mist, halving the triggering damage. It can use this once before the start of its next turn.
A turbaned genie of jade skin and gold rises from a battered lamp, arms crossed, its lower body trailing away into a coiling rope of green vapor and seawater that churns above the desert sand.
Djinn, Bound
Companion · acts on your initiative
Bound · GUIDELINEGranted Boon (signature). Once per long rest the bound djinn grants its bearer one boon: the bearer adds 1d6 to one ability check, attack roll, or saving throw of their choice (declared after rolling, before the result is known).
Actions
Brine Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 10 (2d6 + 3) cold damage, and the target's speed is reduced by 10 ft. until the end of its next turn.
Reactions
Retreat to the Lamp. When reduced to 0 hit points, the djinn withdraws into its lamp instead of dying; it returns at full hit points after the bearer's next long rest, but cannot act until then.
Freed by a sworn ally rather than a thief, the djinn coils protectively at their shoulder, a column of green steam that strikes with the chill of the deep.
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 in fire form and lead with Conjure Tempest to scatter and prone a clustered party before they close. Fall back to scimitar swings on whoever is knocked down. Pair it with sand-raider minions or a lamp-thief boss; alone it is a tense mid-fight spike, not a campaign capstone.
Hover out of melee reach and open with Conjure Tempest on the tightest cluster, then close to triple scimitar the prone. Switch to water form to slip through gaps and pin a chaser, holding Veil of Vapor for the biggest hit. Kill-priority is its summoner or lamp-keeper if one is present.
Run it as a lieutenant beside a bigger threat or with a court of lesser tide-spirits, not as a lone boss. Lead each round with Conjure Tempest to keep the party prone and split, scimitar the downed, and use Veil of Vapor to survive focus fire long enough for its allies to crash in.
Put Djinn 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?
Its home build is CR 6 (2,300 XP), tuned for a level 5-10 party. Use the Tier 1 column (~CR 2) for levels 1-4 or the Tier 3 column (~CR 11) for levels 11-15; the traits and actions stay identical, only AC, HP, to-hit, save DC, and damage shift.
Can Djinn be a companion or ally?
Yes. Freed by a sworn ally instead of stolen from, it serves as The Brass Lamp, Bound (AC 15, 76 HP): it grants a once-per-rest Granted Boon, strikes with a chilling Brine Lash, and retreats into its lamp rather than dying. Treat it as a powerful temporary patron, not a permanent party member.
Is the Djinn a solo boss?
No. It lacks legendary actions and a multi-option action-economy kit, so a four-PC party out-acts it. Run it as an add-on beside a flagship threat, a court of lesser tide-spirits, or a lamp-keeping master rather than as a standalone 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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