Genie Dao

Genies from the Elemental Plane of earth, dao often run gem-mining operations there or on the Material Plane. They love to barter for power and wealth but are apt to discount lesser creatures as mere resources to be exploited and thrown away.
Society
Out of all the genie races the dao were considered to be the most industrious. They spent much of their time in the pursuit of mining, shaping, and digging. And it was these pursuits that made slavery so common in their society.
Homelands
Genies literally carved out an empire from the Elemental Plane of Earth, called the Great Dismal Delve, based strongly on slave labor. They were ruled from their capital city of the Sevenfold Mazework by their Great Khan Kabril Ali al-Sara al-Zalazil.
Beyond the Elemental Plane of Earth, dao could be found living in great numbers on the Quasi-Elemental Plane of Dust, the Quasi-Elemental Plane of Minerals, the Para-Elemental Plane of Magma, and the Para-Elemental Plane of Ooze.
Beyond those planes, dao could be found roaming with magical protection across all of the Inner Planes, as well as the Astral and Ethereal planes, in search of creatures to enslave.
Sometimes lone dao could be found on the Prime Material plane, hoping to open up new markets and supply lines for their empires. When on that plane they preferred to be in mountainous terrain, as it reminded them of their home plane, while mortal cities made them feel unease. Much like their home plane, some dao ran gem-mining operations on the Material Plane. When it came to specific locales on the Material Plane
Dao
Dao – Monster » Dungeons & Dragons – DnD 5e (aidedd.org)
Large elemental, neutral evil
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 30 ft., burrow 30 ft., fly 30 ft.
STR 23 (+6) DEX 12 (+1) CON 24 (+7) INT 12 (+1) WIS 13 (+1) CHA 14 (+2)
Saving Throws Int +5, Wis +5, Cha +6
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 11
Languages Terran
Challenge 11 (7200 XP)
Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
ACTIONS
Multiattack. The dao makes two fist attacks or two maul attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
Noble Dao
Kain’s 5e Monstrous Manual – Page 21 – Dicefreaks
Large elemental, neutral evil
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Armor Class 19 (natural armor)
Hit Points 261 (18d10 + 162)
Speed 30 ft., burrow 30 ft., fly 30 ft.
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STR 25 (+7) DEX 14 (+2) CON 28 (+9) INT 14 (+2) WIS 15 (+2) CHA 17 (+3)
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Saves Int +7, Wis +7, Cha +8
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 12
Languages Terran
Challenge 13 (10,000 XP)
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Directional Recall: The noble dao can perfectly recall any path it has traveled and is immune to maze effects.
Earth Glide: The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
Elemental Demise: If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Magic Resistance. The noble genie has advantage on saving throws against spells and other magical effects.
Sure Footed The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Innate Spellcasting: The dao’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It does not need to concentrate on innate Transmutations or Illusions. It can innately cast the following spells, requiring no material components:
At will: Detect Evil and Good, Detect Magic, Disguise Self, Move Earth, Stone Shape
3/day each: Conjure Elemental (earth elemental only), Gaseous Form, Invisibility, Passwall, Phantasmal Killer, Plane Shift, Tongues, True Polymorph, Unseen Servant, Wall of Stone, Wish (granted to non-genies)
1/day each: Dominate Monster, Earthquake, Stoneskin
ACTIONS
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Multiattack: The dao makes two melee attacks and uses an innate spell.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 16 (2d8 + 7) bludgeoning damage.
Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 21 (4d6 + 7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone.
Genie Dao
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Dao | |
Large outsider (Earth) | |
Hit Dice | 11d8 +55 (104 hp |
Initiative | +2 |
Speed | 30 ft. |
Armor Class | 24 (+2 armor, +2 Dexterity, +11 natural, -1 size), touch 11, flat-footed 22 |
Base Attack/Grapple | +11/+23 |
Attack | Lash +20 melee (1d10 + 9 plus fatigue) or slam +20 melee (2d6 + 8 plus shove) |
Full Attack | Lash +20/+15/+10 melee (1d10 + 9 plus fatigue) or 2 slams +20 melee (2d6 + 8 plus shove) |
Space/Reach | 10 ft./10 ft. (20 ft. with lash) |
Special Attacks | Fatigue, shove, spell-like abilities |
Special Qualities | Change shape, Darkvision, earth mastery, Spell Resistance 21, telepathy 200 ft. |
Saves | Fort +11, Ref +9, Will +10 |
Abilities | Strength 26, Dexterity 15, Constitution 18, Intelligence 13, Wisdom 17, Charisma 17 |
Skills | Appraise +15, Bluff +17, Craft (gem cutting) +15, Diplomacy+10, Intimidate +16, Knowledge (The planes)+15, Listen +17, Sense Motive+17, Spellcraft +15, Spot +17 |
Feats | Cleave, Combat Expertise, Improved Disarm, Improved Toughness*, Power Attack |
Climate/Terrain | Elemental Plane of Earth |
Organization | Solitary, pair or retinue (1 with 4-8 regular dao) |
Challenge Rating | 9 |
Treasure | Double Standard |
Alignment | Often neutral evil |
Advancement | 12-22 HD (Large), 23-37 HD (Huge) |
Level Adjustment | +8 |
Fatigue (Ex): Those struck by a noble dao’s Whip (or any bludgeoning manufactured weapon they wield) must make a Fortitude save (DC 19) or become fatigued. Those already fatigued become exhausted if they fail this save. Those exhausted suffer 3d10 points of nonlethal damage if they fail the save.
Shove (Ex): A creature struck by a noble dao’s slam attack is subject to a bull rush attempt (+12 bonus), although the dao does not move with the victim. Earth mastery bonuses or penalties apply.
Spell-Like Abilities:
- At will – detect magic, gaseous form, invisibility, move earth, misdirection, passwall, persistent image (DC 18), plane shift*, transmute rock to mud, wall of stone;
- 3/day –blast of sand (DC 17), wish (to nongenies only);
- 1/day – desert binding (DC 21), earthquake.
Caster level 11th.
*Genies can plane shift to the Inner, Astral and Material Planes.
Change Shape (Su): A noble dao can assume the form of any humanoid, monstrous humanoid or giant its size or smaller.
Earth Mastery (Ex): A dao gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the dao suffers a -4 penalty on attack and damage rolls. (These are not included in the dao’s stat block)
Possessions: Noble dao typically carry a massive +1 lash that functions similarly to a Whip, although it works against all creatures, not just those that lack armor. It can deal lethal or nonlethal damage. A noble dao can apply his Strength modifier rather than his Dexterity to attack rolls made with the weapon. Dao wear +1 silk swathes of light fortification.