Fujin
Fujin — The Encounter
Demon-Kami of the Wind, Bearer of the Storm-Sack · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Fujin
Older than the rice fields and the first prayer raised over them, Fujin walks the high airs with the world's winds knotted in a single colossal sack. Where the mouth of that sack is loosened, monsoons are born; where it is cinched, the sea lies flat and the lanterns burn straight. The grimoires of the eastern shrines name him brother and rival to the thunder-kami, the two forever chasing one another across the storm-front, and warn that he answers no command save his own whim. He wears the blindfold of one who needs no sight, hearing instead the breath of every gale across the islands. Sailors leave him offerings of paper and salt before crossing open water, for a slighted wind-kami does not strike with malice but with sheer indifference, scattering ships as a child scatters petals. To bind even a single thread of his sack is to hold a season hostage.
Run Fujin in Sixty Seconds
- He is a kiter, not a brawler. Fujin opens by gusting the biggest melee threat away, then flies to 30+ feet and rains thunder. Never let him settle into a stand-up fight.
- Open with Tempest Burst only when three or more PCs stand in the 30-ft cone — otherwise hold it and lead with Gale-Fist shoves to break formation.
- When bloodied, go fully airborne and kite. Use Wind-Step every turn and dump legendary Gusts to keep grapplers and rooters off him.
- Kill-priority: anything that pins him. Grapplers, hold person, web — Fujin's whole game collapses if he can't move, so he targets those PCs first.
- Three ways to run him: as a lone wind-kami boss (use all legendaries), as the shover in a duo with a ground bruiser, or as a roaming storm hazard the party must reach a shrine to appease.
Fujin
Large celestial, chaotic neutral
CR 5 · 1,800 XP · GUIDELINEWindborne. Fujin ignores difficult terrain and cannot be knocked prone by wind or pushed by it. He has advantage on Strength and Dexterity saving throws against effects that would move him.
The Storm-Sack (signature). Fujin carries an enormous bound sack of captured gales. The first time each round a creature ends its turn within 15 feet of Fujin, he may loose a tongue of wind from the sack: that creature must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and have its speed halved until the end of its next turn.
Actions
Multiattack. Fujin makes two Gale-Fist attacks, or one Gale-Fist and one Tempest Burst (if available).
Gale-Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 4 (1d8) thunder damage, and a Large or smaller target must succeed on a DC 14 Strength saving throw or be pushed 10 feet.
Tempest Burst (Recharge 5-6). Fujin unleashes the storm-sack in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) thunder damage and being knocked prone on a failed save, or half damage and not knocked prone on a success.
Bonus Actions & Reactions
Wind-Step (bonus action). Fujin flies up to 30 feet without provoking opportunity attacks, riding his own gales.
Legendary Actions (3/Round)
Gust. Fujin chooses one creature within 30 feet. It must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away from him.
Skybound Leap. Fujin flies up to 30 feet without provoking opportunity attacks.
Howling Strike (Costs 2 Actions). Fujin makes one Gale-Fist attack. On a hit, the target is also deafened until the end of its next turn.
A lean, demon-featured kami caught mid-stride, the great cloud-stitched sack of every wind in the world slung across his shoulders, the storm itself coiling at his heels.
Fujin, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Gale (signature). Fujin is a swirling air elemental coiled at Fujin's heel. It can move through any space as narrow as 1 inch wide without squeezing and takes no damage from squeezing into a tight space.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
Reactions
Buffet. When a creature Fujin can see ends its turn within 5 feet of it, Fujin may force that creature to succeed on a DC 13 Strength saving throw or be pushed 10 feet away.
A keening spiral of wind that never quite settles, loosed from the storm-sack to herald its master.
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 by gusting the heaviest-armored melee fighter away, then keep at fly range and pelt softer targets. If the party clusters, save Tempest Burst for the moment three or more stand in the cone. Kill-priority is whoever can root or grapple him; he hates being pinned.
Open with Tempest Burst on the clustered front line, then Wind-Step out of reach and spend legendary Gusts to scatter casters before they concentrate. When bloodied, fly high and kite, loosing the storm-sack each round. As a solo, lead with him; if running a fight, pair him with a ground bruiser (Raijin, an oni) so he can shove enemies into the bigger threat's reach.
Open with Tempest Burst, then alternate Howling Strike and Gust legendary actions to keep the party deafened and displaced. Kill-priority any flyer or teleporter that can chase him. Pair with a grounded centerpiece so his constant shoving feeds enemies into the kill zone.
Put Fujin 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 Fujin?
Natively CR 5 (XP 1,800), tuned for a tier-2 party of levels 5-10. Because he carries legendary actions he plays up a step, so he can anchor an encounter solo; the tier table also gives drop-in CR 2-ish and CR 11-ish stat lines for tier-1 and tier-3 tables.
Can Fujin be a companion or ally?
Yes, as a capricious patron rather than a tame follower. A party that appeases the wind-kami at his shrine might earn a single season of favorable winds, or borrow Kamikaze, his bound gale, as a temporary ally; he never takes orders, only requests.
Does the Storm-Sack work on large or flying enemies?
The signature trait and Gust push any creature that fails the Strength save regardless of size, but Gale-Fist's shove only affects Large or smaller targets. Flyers are pushed normally and, mid-air, that often means a fall, so airborne foes should respect his reach.
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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