Iblis
Iblis — The Encounter
The proud one who refused, throned in stolen tides · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Iblis
Mark this name in salt and fear it: Iblis, the proud one who refused. He was no servant of the deep. When the sealed sea-kingdom drowned its own keepers, he tore the binding seals and wedded his essence to the corrupted currents that rose in their place, so that his lower body is now neither flesh nor water but a chained storm pressed into the shape of a throne. He does not walk; he rides his own ruin. They say he was cast down for refusing to kneel to a thing lesser than himself, and that pride has only sharpened in the dark. Lesser djinn bow when he speaks, for his voice carries the weight of the entire collapsed ocean. He cannot be summoned, only awaited; he cannot be banished, only outlived. Where his shadow falls the tide answers, the floor cracks, and the bold learn — too late — that some prisoners break their cages not to flee, but to rule what remains.
Run Iblis in Sixty Seconds
- He arrives, unsummoned. Iblis cannot be banished, dismissed, or teleported against his will — don't waste a slot on it. Treat him as a fixed centerpiece you must outlast, not remove.
- Open with Drowning Word. 30-ft. cone, DC 17 Con, 8d8 cold and restrained. Lead with it when two or more PCs are bunched, then claw the restrained ones.
- Kill-priority: the cleanser. Whoever frees restrained allies or out-heals your cold ticks is the real threat — Surge to them and burn both claws.
- When bloodied, take the water. Drop into the deep (swim 60), keep the 15-ft. Sunken Throne aura between you and melee, and snipe with Tidal Lance + Undertow.
- Three ways to run him: lone duel boss (legendaries + reaction), tide-legion warlord (add 2-4 Murasa coils, hold Drowning Word for the crush), or distant scripted menace at low tiers that the party flees.
Iblis
Large fiend (genie), lawful evil
CR 10 · 5,900 XP · GUIDELINESunken Throne (Aura). Iblis has no legs; his lower body is a churning column of abyssal tide. The ground within 15 ft. of him is difficult terrain for other creatures, and a creature that starts its turn there has disadvantage on the next attack roll it makes that turn as the pressure crushes in.
Tide-Bound Body. When Iblis takes acid, fire, or lightning damage, he takes half. The first time each turn a creature ends its turn within 5 ft. of him, that creature takes 7 (2d6) cold damage from the boiling current.
He Arrives Unsummoned. Iblis cannot be banished, dismissed, or forced through a portal against his will, and he is immune to any effect that would teleport him without his consent.
Actions
Multiattack. Iblis makes two Crushing Claw attacks and uses Drowning Word if it is available.
Crushing Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+6) slashing damage plus 7 (2d6) cold damage.
Tidal Lance. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8+5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 15 ft. and knocked prone.
Drowning Word (Recharge 5-6). Iblis speaks a word of the broken sea. Each creature in a 30-foot cone must make a DC 17 Constitution saving throw, taking 36 (8d8) cold damage and being restrained by clinging tide until the end of its next turn on a failed save, or half damage and no restraint on a success.
Bonus Actions & Reactions
Undertow (Reaction). When a creature within 30 ft. casts a spell or moves out of Iblis's reach, Iblis can lash the current at it: the creature makes a DC 17 Strength saving throw or is pulled 10 ft. toward Iblis and takes 9 (2d8) bludgeoning damage. On a failed save against a spell, the creature also has disadvantage on its next attack roll.
Legendary Actions (3/Round)
Claw. Iblis makes one Crushing Claw attack.
Surge (Costs 2 Actions). Iblis moves up to his swim speed without provoking opportunity attacks and may make one Crushing Claw attack at any point during the move.
Pressure Crush (Costs 2 Actions). Each creature within 15 ft. makes a DC 17 Constitution saving throw, taking 13 (3d8) cold damage on a failure, or half on a success. Failed creatures have their speed halved until the end of their next turn.
A towering blue-skinned djinn crowned in ritual bronze, fanged and horned, his torso all corded muscle and his legs long gone — replaced by a swirling pillar of pressurized abyssal tide that fractures the floor where he hovers.
Iblis, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Current (signature). Iblis can move through any space at least 1 inch wide without squeezing and has resistance to nonmagical bludgeoning, piercing, and slashing damage while at least partly in water.
Actions
Crashing Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d6+5) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be knocked prone.
Reactions
Drag Under. When an ally within 10 ft. is hit by a melee attack, Iblis surges in and pulls the attacker 5 ft.; the triggering attacker makes a DC 15 Strength save or has disadvantage on its next attack.
A chosen djinn of the rising legion, a coil of living tide given purpose, that flanks for the tyrant and drags the bold off their feet.
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.
Far too punishing at this tier as written — run him only as a distant, scripted menace the party cannot yet fight. Open with Tidal Lance from across the water and let Sunken Throne wall the floor. Use his minions to do the real threatening and keep Iblis as a fleeing set-piece.
Open with Drowning Word on the clustered front line, then Undertow any caster who tries to back off. Kill-priority is the healer — Surge to them and Crushing Claw twice. Pair him with two Murasa coils so the party never gets a clean shot.
Built to anchor a fight solo or as the warlord of a tide-legion. Open with Drowning Word to restrain the clustered melee, spend legendaries on Pressure Crush and Claw between turns, and Undertow every spell. When bloodied, retreat into deep water (swim 60) and use the 15-ft. aura to deny ground — kill-priority is whoever cleansed the restraint.
Put Iblis 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 Iblis?
His native build is CR 10 (5,900 XP), tuned for an 11th-15th level party as a solo centerpiece. Drop him to the Tier 2 line (levels 5-10) by using AC 16 / 126 HP / +7 to hit / DC 15, ideally backed by minions.
Can Iblis be a companion or ally?
Iblis himself is a boss-scale adversary, not a sidekick — he kneels to no one. For an allied option use his bound djinn Murasa, the Bound Tide (AC 15, 110 HP), who flanks, drags enemies under, and shields the party's front line.
How do I keep a solo Iblis from getting swarmed by a 4-PC party?
Lean on his action economy: three legendary actions (Claw, Surge, Pressure Crush) plus the Undertow reaction let him strike between turns and punish movement and spellcasting. Open with Drowning Word to restrain clusters, use the 15-ft. Sunken Throne aura to fracture their footing, and retreat into water when bloodied.
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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