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Large fey (earth, evil)
Hit Dice: 8d6+40 (64 hp)
Initiative: -
Speed: 20
Armor Class: 17 (-1 size, +8 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Slam +14/+9 melee
Space/Reach: 5
Special Attacks: Spell-like abilities, Wish Powers, Earth mastery
Special Qualities: Telepathy
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 30, Dex 10, Con 20, Int 11, Wis 15, Cha 15
Skills: Appraise +18, craft (sculpture) +15, sense motive +19, spellcraft +9, spot +19All genies recieve a +8 bonus to appraise, concentration, escape artist, listen, move silently, sense motive & spot checks.
Feats: Cleave, improved bull rush, power attack
Environment: Plane of Earth or underground
Organization: solitary, company (1d4) or band (1d10+5)
Challenge Rating: 7
Treasure: Standard coins; double goods; standard items
Alignment: Neutral Evil
Advancement: 9-12 HD (large); 13-24 HD (huge)
Level Adjustment: 0
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 then thrown away. Resembling muscular humans in flowing silk robes, dao are almost always festooned with jewelery. Their natural forms are too tall to pass for human, so they use their deceptive magics to appear as a normal human or dwarf when it suits them. Dao speak Genie, Terran and Draconic. They can also communicate telepathically with any creature in 100' that has a language. CombatIn a fight, dao rearrange the battlefield to suit themselves. Using wall of stone, passwall, and transmute rock to mud, it divides its foes, seals off - or creates - escape routes, and prevents them from maneuvering effectively. Then they eagerly put their strength to the test, wading into the thick of a melee with bost fists flailing.>>Spell-like abilities:<>Wish Powers (sp)<< Dao can grant up to 3 limited wishes per day to any non-genie.>>Earth mastery (ex)<< Dao gain a +1 circumstance bonus to attack and damage rolls when both they and their opponents touch the ground. If the opponent is airborne, this turns into a -6 penalty.Habitat/SocietyThe 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. Each such '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.0EcologyThe 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.
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