DAO

(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: