Dao Geomancer
Large elemental humanoid (earth)
Level 26 Controller XP 9000

HP 241; Bloodied 120Initiative +18
AC 40, Fortitude 37, Reflex 38, Will 39Perception+20
Speed 6, burrow 4, fly 6Darkvision, tremorsense 10
Immune petrification


Repelling Field Aura 3

When any enemy ends its turn in the aura, the dao slides that enemy up to 3 squares.

Earth Glide

The dao can pass through earth and rock as if it were phasing.

Standard Actions

Staff (weapon) At-Will

Attack: Melee 2 (one creature); +31 vs. AC

Hit: 3d10 + 18 damage.

Stone Fist At-Will

Attack: Ranged 10 (one creature); +29 vs. Fortitude

Hit: 3d8 + 21 damage, and the target falls prone and cannot stand up (save ends).

Earth Chains (force) Recharge

Attack: Area burst 2 within 10 (enemies in the burst); +29 vs. Reflex

Hit: 2d12 + 22 force damage, and the target is slowed and cannot shift (save ends both).

Stonewall Eruption (conjuration) Encounter

Attack: Area burst wall 12 within 10 (creatures in the wall); +29 vs. Reflex

Hit: 3d8 + 20 damage.

Effect: The dao conjures a wall of rock. The wall can be up to 6 squares high, must be on a solid surface, and lasts until the end of the dao’s next turn. The dao slides any target in the wall when it appears up to 2 squares into a space adjacent to the wall, and the target falls prone. The wall is blocking terrain and is immune to damage. When the wall ends, its area becomes difficult terrain until the end of the encounter. Creatures that have earth walk can ignore this difficult terrain.

Sustain Minor: The wall persists until the end of the dao’s next turn.

Str 20 (+18)                Dex 20 (+18)                Wis 24 (+20)
Con 25 (+20)                Int 26 (+21)                Cha 29 (+22)

Alignment Evil        Languages Common, Primordial
Equipment: staff.

Published in Dungeon Magazine 199.