KING
Dao

Dao

Elemental · Crown of Mammon

T4d10Major

Earth-forging genies, dao shape mountains, their gems hoarded in opulent Underdark vaults.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning16+3d6
Fate14+2d4

Passives

Passive

Earth Glide

Burrows through nonmagical earth and stone without disturbing it, and feels vibrations through the ground within 60 ft.

Passive

Stone Hide

Resistant to damage from nonmagical bludgeoning weapons.

Maneuvers

Maneuver

Earth Command

Heaves a 10 ft square of earth within 60 ft into rubble (difficult terrain), or raises a 10 ft stone wall from the ground.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Earthquake Slam

Telegraph · disrupt d6 · Body save

The dao slams the ground with both fists. Every creature within 30 ft touching the ground makes a Body save (DC 17): on a failure it takes 4 damage and is knocked prone; on a success it takes 1 Vigor damage.

Reactions

Reaction

Stone Shield

When hit by an attack, wrenches a slab of stone from the ground, gaining +4 AC against that attack.

Tactics

GM tactics

Uses Earth Glide to ambush from below. Opens with Earthquake Slam to knock enemies prone. Strands dangerous casters in Earth Command rubble. Walls off escape routes. Fights to protect its hoard above all else.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.