Kryx RPGThemesCreatures
Dao

Dao

Large elemental
Challenge
11

STR
6
DEX
1
CON
7
INT
1
WIS
1
CHA
2

187
15d10+105
21
Soak
2
Fort
+11
Ref
+3
Will
+5
Defense note natural armor
Damage resistances acid
Condition immunities petrified

Speed 5 m., burrow 5 m., fly 5 m.
Skills Insight +1 (12), Perception +1 (12), Primal (Cha) +6 (17)
Senses darkvision 20 m.
Languages Terran

Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.

Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Spellcasting. The dao uses Primal (Cha) to cast spells (spell save Difficulty 14, +6 to hit with spell attacks). It has 11 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: detect evil and good, detect magic, stone shape

Cantrips (at will, 14th-level spellcaster): earthen hide, ferrous growth, mold earth, stonefist

1 mana: avalanche, bones of the earth, earthbind, earthen bulwark, hurl boulder, orbital stones, rock armor, stalagmite, tremor

2 mana: animate earth, burrow, earthen grasp, erupting earth, fissures, meld into stone, move earth, speak with stone, stoneskin, transmute rock, wall of stone

3/day: comprehend languages (augmented to tongues)

1/day each: gaseous form, image (augmented to major image), invisibility, plane shift (self only)

Sure-Footed. The dao has advantage on Strength and Reflex saving throws made against effects that would knock it prone.

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise spell at will, often with a longer duration than is normal for that spell.

Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.

To be granted a wish, a creature within 10 meters of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.

Actions (2)

Fist. Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 15 (2d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a Difficulty 18 Brawn check or be knocked prone.

Warhammer. Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 15 (2d8 + 6) bludgeoning damage, or 17 (2d10 + 6) bludgeoning damage if used with two hands. If the target is a Huge or smaller creature, it must succeed on a Difficulty 18 Brawn check or be knocked prone.

Underdarkmm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.