Aladdin
Aladdin — The Encounter
Twin Spirit of the Lamp, born of smokeless fire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Aladdin
It is written that when the world was young the spirits called djinn were shaped of smokeless fire and the breath of the sea, set to dwell in lonely places until bound by word or seal into vessels of brass. This one was caught within a tarnished lamp by an old sorcerer's craft, and within that prison its single nature split in two: an ember that hungers and a tide that drowns. Whoever rubs the lamp wakes both at once, and the wakened spirit must serve, though it serves with the sly literalness of its kind, granting the letter of a wish and never its heart. The djinn does not hate its master, nor love him; it waits, patient as desert stone, for the words that will free it. Those who command it carelessly find their fortunes turned to ash or salt, for a spirit older than kingdoms keeps a long memory and a longer accounting.
Run Aladdin in Sixty Seconds
- Two creatures in one — track the current form (Ember = fire, Tide = cold) on an index card; it is immune to its own element, so tell players to swap damage types when it Shifts.
- Open with Elemental Surge the moment the party clusters, then Multiattack the lowest-AC caster; that one-two is the genie's whole combo.
- When bloodied, pour into the lamp (bonus action) to break line of sight, then erupt next turn with a recharged Surge — or Vanishing Gust away from focus fire.
- Kill-priority is the lamp: anyone reaching for it, breaking it, or commanding it gets Backdraft and the genie's full attention.
- Three ways to run it: a literal-minded servant the party must out-word, a vengeful spirit slipped its leash, or a sealed-vault guardian — same block, three table moods.
Aladdin
Large elemental (genie), chaotic neutral
CR 5 · 1,800 XP · GUIDELINETwin Elemental Forms. The genie manifests in one of two forms at a time, Ember (red, fire) or Tide (blue, water/cold). It is immune to the damage type of its current form. As a bonus action it may switch forms; while Ember its attacks deal fire damage, while Tide they deal cold damage and may knock prone (see Multiattack).
Smokeless Fire. The genie can move through any opening at least 1 inch wide without squeezing, and can pour into or out of its lamp as a bonus action when within 5 feet of it. While inside the lamp it is heavily obscured and cannot be targeted, but takes no actions.
Actions
Multiattack. The genie makes two Conjured Strike attacks. While in Tide form, a creature hit by both attacks in the same turn must succeed on a DC 14 Strength saving throw or be knocked prone in the surging water.
Conjured Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) bludgeoning damage plus 7 (2d6) fire or cold damage (its current form).
Elemental Surge (Recharge 5-6). The genie unleashes a 30-foot cone of fire or freezing water (its current form). Each creature in the area makes a DC 14 Dexterity saving throw, taking 28 (8d6) fire or cold damage on a failure, or half as much on a success. Creatures that fail in Tide form have their speed halved until the end of their next turn.
Bonus Actions & Reactions
Backdraft (Reaction). When a creature the genie can see ends its turn within 5 feet of it, the genie may lash out, dealing 9 (2d8) fire or cold damage (its current form) to that creature. This deters melee attackers from lingering in reach.
Legendary Actions (3/Round)
Shift Form. The genie switches between Ember and Tide form.
Conjured Strike. The genie makes one Conjured Strike attack.
Vanishing Gust (Costs 2 Actions). The genie teleports up to 60 feet to an unoccupied space it can see, leaving a 10-foot burst of stinging sand; each creature in the space it left makes a DC 14 Constitution saving throw or is blinded until the end of its next turn.
Two colossal spirits erupt from a battered brass lamp, one a blaze of crimson smokeless fire, the other a churning column of blue water, while a kneeling thief grips the lamp that binds them.
Aladdin, Bound
Companion · acts on your initiative
Bound · GUIDELINECommand Word (signature). Once per turn as a bonus action, Aladdin may direct the bound genie: the genie may immediately move up to its speed or make one Conjured Strike against a target Aladdin can see.
Actions
Stolen Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Reactions
Rub the Lamp. When Aladdin or an ally within 30 feet is reduced to 0 hit points, Aladdin may call on the genie, which immediately uses Backdraft against the attacker (no reaction required of the genie).
A quick-handed street thief who blundered into the lamp's secret, equal parts clever and out of his depth, holding a leash on a power he barely understands.
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 Ember form, hurl Elemental Surge into a clustered party, then wade in with Conjured Strikes. Switch to Tide to knock prone the heaviest hitter and halve its speed. Pair with minions or a lair so the party can't simply gang the lamp; the genie should never fight a fair fight.
Lead with Elemental Surge on the densest cluster, then Multiattack the squishiest caster. Use legendary Shift Form to deny resistances and Vanishing Gust to escape a focus-fire pile, retreating into the lamp when bloodied to reset Backdraft pressure. Kill-priority is anyone who tries to seize or break the lamp.
Run it as a wish-granting boss of a sealed vault: open with Elemental Surge, alternate forms every round via Shift Form so no single damage type lands twice, and Vanishing Gust to blind the front line before a full Multiattack. Pair it with a bigger threat or its bound master; Backdraft punishes melee that crowds it.
Put Aladdin 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 Aladdin?
The diorama's centerpiece djinn is built at CR 5 (1,800 XP) for its native Tier 2 band. Because it carries a real solo kit (multiple legendary actions plus the Backdraft reaction), its sheet is dropped one band so it plays up a CR or two; scale the Tier 1 or Tier 3 column on the sheet for level 1-4 or level 11-15 parties.
Can Aladdin be a companion or ally?
Yes. The kneeling thief, Aladdin, Lamp-Bearer (AC 14, 68 HP), is statted as a companion who commands the bound genie via a Command Word bonus action and can call a Backdraft when an ally drops. Run the genie as adversary and Aladdin as ally, or hand both to the players once the lamp changes hands.
Why is the djinn an elemental and not a fiend?
Djinn of the Arabian Nights are spirits of smokeless fire and water, not the infernal devils of other myths, so the block uses the elemental (genie) type. Its dual fire/water forms, immunity to its own element, and lamp-binding all flow from that public-domain folklore rather than any proprietary cosmology.
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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