Today I wrap up my look at genies with the dao, which I include only for completeness’ sake, because—let’s be frank—it’s not all that interesting a monster, unless you’re running a thematic campaign on the Elemental Plane of Earth. Like the marid, it seems to exist only because someone thought the existence in myth of air and fire genies meant there had to be water and earth genies too. It doesn’t even appear to have a source in Arabic folklore. And its afterthought nature shows in its abilities.
Dao are straight-up brutes, lacking the cleverness of their cousins, although they still have above-average Intelligence, Wisdom and Charisma by humanoid standards. They do have proficiency in Intelligence, Wisdom and Charisma saving throws, and their Constitution is extraordinarily high, but they’re susceptible to spells that require Dexterity saves, which spellcasters can exploit.
Dao can attack unarmed or with a maul; the latter does greater damage and allows them to knock targets prone, so it’s clearly the preferred option. They have no special attack related to their element, only the Sure-Footed feature, which gives them advantage on saving throws against being knocked prone themselves. (more…)