Dao (Genie of Earth), Sovereigns of Subjugation and Stone
“Buried in greed and born of stone, the Dao will grant your wish—then chain you for eternity in their jewel-crusted mines.”

A Dao is a hulking, muscular genie with skin that glistens like polished stone—ranging from obsidian black to veined marble or glimmering granite. Their bodies are often adorned with ornate gold jewelry, gemstone-studded belts, and rings mined or stolen from deep within the earth. Their eyes burn with greed, and their lower bodies often taper into swirling mounds of stone and dust, shifting like a landslide when they move.
Behavior:
They are proud, domineering, and utterly self-serving. They believe themselves the rightful rulers of all beneath the surface—earth, stone, and those who dare dwell there. They are cruel masters, delighting in the enslavement and suffering of others, particularly those who can dig, mine, or craft. Despite their brutality, Daos are cunning negotiators and will honor the letter—though never the spirit—of any contract that serves their interest.
Habitat:
Native to the Elemental Plane of Earth, Daos construct massive subterranean palaces lined with precious metals, guarded by stone golems and enslaved earth elementals. These sprawling fortresses lie deep within shifting stone tunnels, surrounded by traps, collapsed caverns, and treacherous crystal-laced labyrinths. On the Material Plane, they may inhabit ancient dwarven ruins, sealed mines, or hidden geodesic caverns brimming with arcane minerals.
Modus Operandi:
A Dao rarely engages in combat without leverage. Instead, it seeks control through manipulation, coercion, or legally binding deals twisted in its favor. If threatened, it will use its innate earth magic to reshape the battlefield—collapsing tunnels, summoning walls of stone, or vanishing into rock. In battle, it strikes like a cave-in: overwhelming force delivered with precision, using earthglide to emerge from walls and floors unexpectedly.
Motivation:
Greed above all. A Dao covets wealth not for luxury, but as a symbol of dominance. Gems, rare ores, enchanted relics—each serves as a trophy. Their ultimate goal is the subjugation of all beings tied to stone and soil. Mortals, dwarves, and even rival genies are tools or trophies in their pursuit of a perfect empire carved from the bones of the earth.
Dao 5e
Dao 5e
Noble Dao 5e
Dao 3.5
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 it 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: Its 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: It 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

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
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): it 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.
Dao

Large elemental (genie), neutral evil
Armor Class 19 (natural armor)
Hit Points 225 (18d10 + 126)
Speed 30 ft., burrow 30 ft., earth glide
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 24 (+7) | 16 (+3) | 15 (+2) | 20 (+5) |
Saving Throws Str +12, Con +12, Wis +7, Cha +10
Skills Deception +10, Insight +7, Persuasion +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 12
Languages Terran, Common, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Innate Spellcasting.
The dao’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit). It can innately cast the following spells, requiring no material components:
- At will: move earth, stone shape, meld into stone, tongues, thaumaturgy
- 3/day each: wall of stone, passwall, phantasmal force, erupting earth, Maximilian’s earthen grasp, dust devil
- 1/day each: flesh to stone, plane shift (self only), geas, wall of sand, earthquake, synaptic static
Earth Glide.
They can burrow through nonmagical, unworked earth and stone. It doesn’t disturb the material it moves through.
Tremorsense.
They can detect and pinpoint the location of any creature in contact with the same ground or stone surface within 60 feet.
Legendary Resistance (3/Day).
If the dao fails a saving throw, it can choose to succeed instead.
Wishes Bound in Stone (1/Day).
The dao offers a twisted version of the wish spell to a creature willing to bargain. The spell works as wish, but the outcome benefits the dao unless the creature wins a contested Charisma (Persuasion) vs. Charisma (Deception) check. On a failed check, the creature is charmed by the dao for 24 hours and bound to a magical contract, breakable only by wish or remove curse.
Actions
Multiattack.
It makes two Slam attacks.
Slam.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target
Hit: 21 (3d10 + 5) bludgeoning damage plus 9 (2d8) force damage
Reap the Quarry (Recharge 5–6).
The dao targets a creature standing on solid ground within 60 feet. A tremor erupts beneath them.
The target must succeed on a DC 18 Strength saving throw or be restrained by grasping stone. At the start of the dao’s next turn, the target must make a DC 18 Constitution saving throw or take 45 (10d8) bludgeoning damage and fall prone. On a success, the target escapes.
Legendary Actions
The dao can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dao regains spent legendary actions at the start of its turn.
- Stone Shift. The dao moves up to 15 feet without provoking opportunity attacks, using Earth Glide if desired.
- Dust to Stone. One creature the dao can see within 30 feet must succeed on a DC 18 Strength saving throw or have its speed reduced to 0 until the end of its next turn.
- Crushing Slam (Costs 2 Actions). The dao makes a Slam attack. If the target is prone, the attack deals an extra 13 (3d8) bludgeoning damage and pushes the target 10 feet into the ground.
Lair Actions (Optional)
On initiative count 20 (losing initiative ties), the dao can use one of the following lair actions while in its lair:
- Stone Grasp. Earth in a 20-foot radius becomes difficult terrain and grapples. Each creature must succeed on a DC 18 Strength saving throw or be restrained until the start of the next round.
- Sinkhole. A 10-foot-radius area collapses. Each creature in that area must make a DC 18 Dexterity saving throw or fall 20 feet and become prone.
- Crystal Reflection. The dao conjures three illusory duplicates of itself made from shimmering gems. These duplicates function as the mirror image spell, and when destroyed, they briefly blind creatures within 5 feet (DC 15 Constitution save or blinded until the end of their next turn).