By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging
encounters against a Dao
Note: This has been prepared utilizing only the 5E Core Rules. The Genie can be found in the Monster Manual pages 141-146. I will be including some NON-RAW recommended changes at the end of the essay.
Dao are creatures out of story and legend. A Dao is created when a mortal’s spiritual energy merges with the primordial matter of the elemental plane of earth. The transformation is complete, the only vestige of the spirits previous existence is a physical resemblance that includes gender and one or two remnant personality traits.
Genies believe that they are the epitome of the elemental stuff from which they were created. They are haughty and arrogant with a profound sense of entitlement that comes from knowing that they have the kind of power that few can rival. In their palaces on their home planes, the Genies are served by legions of willing slaves that cater to their every whim. Genies view their slaves as living property and exult in their praise. This constant praise serves to validate the genies sense of power and high self-opinion. Dao often threaten and abuse their slaves, delighting in the fear that such treatment creates. They revel in the fact that their slaves know that they are dependent on the Dao for the very air it breathes. Despite the rough treatment, it is rare for a Dao to kill or despoil the value of one of their slaves. A slave that refuses to flatter or otherwise displeases its master will be put to work mining the mazeworks of the floating earth islands.
In arcane circles it is well known that genies are masters of the element from which they are drawn, and that a rare few possess the power to grant wishes. For these reasons, Wizards and other spell-casters have been to attempt to bind these creatures into service, using them as the focal point in the creation of magical gemstones, powerful rings, or iron flasks. In contrast to their love of slaves, genies hate being enslaved, while compelled to service by the terms of their binding, they will often seek to pervert the literal choice of words. They do this because they can, and because it reminds them of their intellectual superiority over the feeble mortal mind. Dao might be swayed by bribery to provide service without perverting the intent.
The Dao are greedy and malicious. They adorn themselves with jewelry and precious metals. They sprinkle ground precious gemstones or gold dust over their food as if it were a spice to give it savor. Dao can manifest a massive stone hammer (using stone shape) should they feel a need for a weapon. When they fly, their lower body becomes a column of swirling sand.
The Dao are on speaking and trading terms with the Efreeti but have nothing but disdain for the Djinn and Marids. The Dao trade for the finest slaves that money can buy. Other creatures of the Elemental Plane of Earth give avoid the Dao.
While there might be individual exceptions, as these are creatures with intelligence and personality, most Dao are Neutral Evil in Alignment.
Step 1) Let’s review what we know about the Dao
Unbelievably strong (23) and Tough (24), very Charismatic, above average in Dexterity, Intelligence and Wisdom.
Dao can Fly, Walk or Burrow at 30 feet/round. If they choose to burrow, they can do so without disturbing the material it moves through. Dao are sure footed and have advantage against effects that could knock them prone.
Dao have Darkvision 120 feet, and a Passive Perception of 12 (note: recalculated)
Dao are immune to Petrification, and have Proficient saving throws in Intelligence (+5), Wisdom (+5) and Charisma (+6)
Dao are powerful spell-casters, using their Charisma as their spellcasting attribute: DC 14, +6 to hit with spell attacks. They have several spells at their disposal. Additionally, they are powerful melee fighters.
Step 2) Determine the probable Strategy
If a Dao is on the Prime Material Plane then a Dao desires its freedom first, and wealth second. Wealth to a Dao means precious metals, gemstones and slaves. Dao will do much to acquire these, but if it believes that it might be in real danger, it will retreat to the plane of earth rather than risk death.
While it would be impossible for me to determine exactly what a Dao will do in any given situation, they are individuals and have personalities after all I will attempt to describe a situation in which a Dao has located a band of adventurers in a cave underground.
The scenario: The Dao has widened a cave tunnel underground. It is roughly 300 feet long, and twenty and about twenty feet wide at each end. Serpentine in shape, it widens to roughly fifty feet wide in the center section. The floor is uneven with hills, depressions and slopes in between. The ceiling roughly mirrors the floor, at a height of about fifty feet.
Step 3) Determine Tactics
The Attack:
The Dao will cast Conjure an Earth Elemental to attack the party, while it burrows into the ground beneath the party. It will cast Tongues to ensure that it understands the language used. It will also utilize Detect Good and Evil and Detect Magic to identify the strongest foes and spellcasters. While the party is fighting the Earth Elemental the Dao will raise up a Wall of Stone to divide the party.
It will join the Earth Elemental and begin attacks on the smaller group, in preference this will be the spellcasters and ranged. It will utilize its ability to fly to hover at 15 feet, move down 15 feet to multi-attack with its maul attempting to knock the target prone, attacking with advantage on the second attack if the target is prone, then will continue into the ground. Rinse and repeat.
If the group on the other side of the wall is doing something the Dao considers dangerous, it will cast Phantasmal Killer on one of the opponents to occupy it.
Additionally, the Dao might choose to use stone shape to create spiked pits all around the party. Five feet per round, it can create a pit 20 feet deep with stone spikes at the bottom in a mere 5 rounds, 30 seconds of real time.
Alternately, it might decide to fly high and use stone shape to create and pinch off stalactites that it can drop onto creatures below.
The Dao can choose to grapple a melee target and using its Earth glide ability, deposit the target an inhospitable environment, such as underground.
Finally, when the Dao can banish a truly pesky foe by using its plane shift ability. It would rather not do this; it would rather gather up the unconscious and incapacitated for transport to home and the slave markets on the Elemental Plane of Earth.
As always: I’m Some Non-RAW changes I would make to the Dao:
Based on their size increase their movement to 45 feet/fly 45 feet/burrow 45 feet.
Increase Strength to 24. This will increase the hit modifier and damage modifier.
Damage resistance to non-magical Piercing, Bludgeoning and Slashing damage.
Condition immunities: Petrification, Paralyzation, Poison.
Senses: Add Tremorsense 60 feet. Recalculate Passive perception to the true value – 12.
Change the Spells to:
- At will: Detect Magic, Stone Shape, Thunderwave
- 3/day each: Move Earth, Destructive Wave, Tongues
- 1/day each: Conjure Elemental (Earth Only), Enemies Abound, Erupting Earth, Plane Shift, Wall of Stone