Dao Genie

A dao is a Genie from the Elemental Plane of Earth. While they are generally found on that plane (though even there they are uncommon), the dao love to come to the Prime Material plane to work evil. Dao speak all of the languages of the genies, as well as Cyric and the tongue of Earth Elemental.

Combat

The dao’s magical abilities enable them to use any of the following magical powers, one at a time, once each per day: Change Self, Detect Good, Detect Magic, Gaseous Form, Invisibility, Misdirection, Passwall, Spectral Force, and Wall of Stone. They can also fulfill another’s Limited Wish (in a perverse way) once each day. Dao can use Transmute Rock to Mud three times per day and dig six times per day. Dao perform all magic as 18th-level spellcasters.

A dao can carry up to 500 pounds without tiring. Double weight will cause tiring in three turns, but for every 100 pounds of weight under 1,000, the dao may add one turn to the duration of its carrying ability. After tiring, a dao must rest for one hour. Dao can move through earth (not worked stone) at a burrowing speed of 6. They cannot take living beings with them, but can safely carry inanimate objects.

Dao are not harmed by earth-related spells, but holy water has twice its normal effect upon these monsters.

Habitat/Society

The dao dwell in the Great Dismal Delve on their own plane and in deep caves, caverns, or cysts on the Prime Material plane. Dao settle pockets of elemental matter on their own plane, bending those pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework’s ataman to the Great Dismal Delve is always questionable, but the seneschals are chosen by the khan of the dao, and their loyalty is to him alone.

The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all manner of elemental pockets, so the khan can call forth whatever powers he needs. The population of dao in the delve is unknown, as is the number of slaves that constantly work the tunnels and clear away damage caused by the quakes which frequently shake it.

Dao dislike servitude as much as Efreet and are even more prone to malice and revenge than their fiery counterparts.

Ecology

The dao manage a thriving business of trade, driven by a desire for more power and access to precious gems. High on their list of hatreds are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the dao value these only if they can exploit them in some fashion.


Dao

Genie


Climate/Terrain: Earth
Alignment: NE
Organization: Khanate
Activity Cycle: Day
Intelligence: Very (11-12)
Treasure: Nil
Diet: Omnivore
# Appearing: 1
XP Value: 5,000
Mvmt: 9, Fl 15 (B), Br 6
Size: L (8-11’ tall)
Morale: Champion (15-16)
Spoken Languages and Dialects

Genies, Cyric, tongue of earth elementals.

Hit Dice


8+3

Base THAC0:

11

PSP(Chi)


Armor Class


3

Magic Resistance: Nil

Armor Notes:

Not harmed by earth-related spells.


Number of Attacks


1

Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Punch?113d66

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.