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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 14 | +2 | d4 |
Passives
Earth Glide
Burrows through nonmagical earth and stone without disturbing it, and feels vibrations through the ground within 60 ft.
Stone Hide
Resistant to damage from nonmagical bludgeoning weapons.
Maneuvers
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.
Earthquake Slam
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
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.