(dao = right)
FREQUENCY: Very rare ([Dungeon Level VII])
FREQUENCY: Rare <(Uncommon on the Elemental
Plane of Earth)>
FREQUENCY: Common
([Ethereal Plane])
NO. APPEARING: 1 (10% 2-5)
ARMOR CLASS: 3
MOVE: 9" / 15" (6") (MC: B)
HIT DICE: 8+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to very
ALIGNMENT: Neutral evil <(malicious)>
SIZE: L (8' to 11' tall)
LEVEL/X.P. VALUE: VII | 1600 + 12
A dao is a creature from the Elemental
Plane of Earth and is related to
the efreeti,
djinni,
and marid (q.v.) <edit>. While they are generally
found
on that plane (where they are uncommon),
the dao love to come to the
Prime Material
Plane to work evil.
Their magical abilities enable them to
change
self, detect good, detect
magic, assume gaseous form,
become
invisible,
fulfill another's limited
wish (in a perverse way), cause misdirection,
passwall,
create a spectral force, create
a wall of stone. Dao can
turn rock
to mud 3 times per day and use dig
as often as 6 times per day.
Dao perform at the 18th level of spell
use. <C or MU? I would guess MU, for Inner>
It is possible for a dao to carry 5000
gp <(500#)> of weight without tiring.
Double weight will cause tiring in 3 turns,
but for every 1000 gps <(100#)> of weight
under 10,000 <(1000#, 1 ton)><check
1 ton> add 1 turn to the duration of carrying ability.
For example,
a 6000 gp <(600#)> weight allows 8 turns of either walking or flying.
After tiring, a dao must REST for 6 turns.
Note that the dao can move through earth
(not worked stone) as if at a burrowing speed of 6".
They cannot take living beings along with
them.
<the tiring rules could
be revised to the WSG, and a table could be made instead of the example>
<do the same for the
other 3 genies>
Dao are not harmed by earth-based/affecting
spells.
Holy water has double normal effects upon
these monsters.
Only the efreet
are friendly towards dao.
Dao hate djinn,
jannee,
and marids.
The dao dwell in the Great Dismal Delve
on their own plane &&
in deep caves, caverns, or cysts
on the Prime Material Plane.
Their ruler is said to be a khan served
by hetmen
and atamen.
<stats/details for the ruler, hetmen, && atamen ??>
Dao dislike servitude as much as efreet
and are even more prone to malice and revenge.
Dao speak all the languages of the geniekind,
as well as Common and
the languages of earth elementals. Dao
can travel on the Prime Material,
Elemental, and Astral
Planes. <links>
The Dao: The dao
are the geniekind of elemental Earth. The
hatred and fear they inspire in djinn
and marids rivals that of the
better-known efreeti. Like the other genies,
the dao tend to settle
pockets of other elemental m atter, bending
it to their wills and
desires. Dao mazeworks twist throughout
the plane of Earth, and
all are said to connect with the Great
Dismal Delve that is their
home.
A dao mazework contains
4d10 of the creatures, as well as
twice that number of elemental and non-elemental
slaves--
vassals, servants, and miners to continue
to expand and control
their realms. Each mazework is ruled by
an ataman or hetman
who acts on advice from a seneschal. The
loyalty of the ataman of
a dao mazework to the Great Dismal Delve
is always questionable,
but the seneschals are always chosen by
the khan of the
Dao, and their loyalty is to him alone.
The khan of the dao
lives in the center of the great underground
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 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 continually
work the tunnels and clear away damage
from quakes.
The dao manage a thriving
business of trade, driven by their
desire for more power, their access to
precious gems, and their
naturally callous attitude towards others.
High on their list of
hatreds are most other genies (except
efreet, who trade worked
metals for minerals). Slightly behind
are other elemental creatures,
whom dao value only if they exploit them
in some fashion.
- Manual of the Planes
Dao, Hetman
FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 8
% IN LAIR: 30%
TREASURE TYPE: [C]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE: