Dao (CR 7)
AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 8d8+16 (52 hp)
Fort +8, Ref +6, Will +8
Speed: 20 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +8
Attack: Slam +13/+8 melee
Full Attack: Slam +13/+8 melee
Damage: Slam 1d8+9
Special Attacks/Actions: Spell-like abilities, earth mastery, push
Abilities: Str 22, Dex 11, Con 14, Int 11, Wis 15, Cha 15
Special Qualities: Plane shift, telepathy
Feats: Cleave; Power Attack; Improved Sunder
Skills: Appraise +11, Craft (any) +11, Sense Motive +13, Spellcraft +9, and Spot +13
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, company (2-4), or band (6-15)
Treasure/Possessions: Standard coins; double goods; standard items
Manual of the Planes
Change Shape (Su): A dao can assume the form of any Small, Medium, or Large humanoid or giant.
Spell-Like Abilities: At will - detect good, detect magic, gaseous form, invisibility, misdirection, passwall, persistent image, wall of stone; 3/day - move earth, transmute, rock to mud; 1/day - grant up to three limited wishes (to non-genies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level).
Earth Mastery (Ex): A dao gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the dao suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): A dao can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery above, also apply to the dao's opposed Strength checks.
Plane shift (Sp): A genie can enter any of the Elemental Planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).