Large Outsider (Earth, Evil)
Speed: 20 feet
Armor Class: 17 (-1 size, +8 natural)
Attack: Slam +13 melee (1d8 + 9, bludgeoning, 20 x2)
Full Attack: Slam +13/+8 melee (1d8 + 9, bludgeoning, 20 x2)Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Spell-like abilities, earth mastery, push
Special Qualities: Darkvision 60 feet, acid immunity, change shape, plane shift, telepathySaves: Fortitude +8, Reflex +6, Will +8
Abilities: Str 22, Int 11, Wis 15, Dex 11, Con 14, Cha 15
Skills: Appraise +11, Bluff +7, Craft: Gemcutting +11, Craft: Any +11, Diplomacy +6, Intimidate +15, Knowledge: the Planes +6, Sense Motive +13, Spellcraft +11, Spot +13Feats: Cleave, Improved Sunder, Power Attack
Environment: Any land and underground
Organization: Solitary, company (2 - 4), or band (6 - 15)
Challenge Rating: 7
Treasure: Standard coins, double goods, standard items
Alignment: Always neutral evil
Advancement: 9 - 12 Hit Dice (Large), 13 - 24 Hit Dice (Huge)
Level Adjustment: N/A
With their wide array of spell-like abilities, dao have a number of ways they can approach a fight. They tend to consider combat as a puzzle, trying different techniques and probing for weaknesses. In a fight, a dao rearranges the battlefield to suit it. Using wall of stone, passwall, and transmute rock to mud, it divides its foes, seals off (or creates) escape routes, and prevents its enemies from maneuvering effectively. Then it eagerly puts its strength to the test, wading into the thick of a melee with both fists flailing.
- At will - Detect good, detect magic, gaseous form, invisibility, misdirection, passwall, persistent image, wall of stone.
- Three times per day - Move earth, transmute rock to mud.
- Once per day - grant up to three limited wishes (to nongenies only).
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