Daolanin

As a sha'ir, your gen will be your link to the wonders of geniekind. Wise sha'irs will treat their gens well, and placate them with praise and treasure. A gen is much like its grander cousins in its tastes and appetites, and tend to reflect the personalities of both its genie masters and its sha'ir. Alignment does not limit your interaction with a gen, but you will have a greater affinity to one which shares a similar alignment.

Gens act independently from you. In combat, it rolls its own initiative and acts on its own turn. It cannot attack unless you forgo one of your own attacks to direct it to do so using its reaction, but it can take other actions as normal.

While your gen is on the same plane as you, you can communicate with it telepathically. You cannot dismiss your gen forever without making proper restitution to the geniekind it serves. Such restitution most often comprises a bit of flattery, a lot of treasure, and a relevant quest. Gens otherwise behave as standard familiars described in the *find familiar* spell.

## **Children of Earth**

Earth gens, or daolanin, are small humanoid earth elementals with flesh as hard as rock. Daolanin stand just slightly shorter than maridans, ranging from 12-15 inches in height. Their skin is normally a rich copper but can fall anywhere in the tan and brown range. Hair is very dark, usually black. Males mostly prefer bald heads and sometimes let their facial hair grow and adorn it with metal studs and rings. Their eyes have a harsh stoicism to them and glitter like topaz or citrine. Daolanin are very direct, often unwaveringly blunt and tactless. They are also notoriously stubborn, with tales mentioning daolanin who remained in idealistic stalemates with their sha'ir for decades at a time. Daolanin are most comfortable with sha'ir who seek to better themselves and spare no expense in their pursuit.

**Avaricious Opportunists.** Daolanin mildly prefer to be surrounded by sand, rock, and dust, but not nearly as much as other gens prefer their own natural environments. Greed, above all else, is what truly drives a daolanin. They are easily courted by glistening gems, hard metals, minerals, and salts. When undertaking a task, the daolanin always approach the path of least resistance. They are lazy and decadent, considering their own betterment and time first. They are also quick to appease their sha'ir, as they've come to believe that a happy sha'ir is a self-indulgent one.

Daolanin are the strongest of the gens and their selfish mindset can make them very efficient combatants. If directed to attack, it will use its dust breath on as many hostile targets closest to it as it can. If its dust breath is on recharge, it will use its earthen strike on whichever target the sha'ir directs it to attack. If it is given no target to attack, it attacks the closest hostile target. It will only use *earthbind* as directed by its sha'ir.

**Elemental Nature.** A daolanin doesn't require food, drink, or sleep, but it enjoys them.

## **Statistics**

Tiny elemental, neutral evil

* Armor Class: 14 (natural armor)
* Hit Points are equal to half of its sha'ir's
* Speed: 30 ft., fly 20 ft., burrow 30 ft.

Ability Scores

* Strength 14 (+2)
* Dexterity 10 (+0)
* Constitution 12 (+1)
* Intelligence 11 (+0)
* Wisdom 10 (+0)
* Charisma 12 (+1)

Skills: Stealth +2

Condition Immunities: petrified

Senses: darkvision 60 ft., passive Perception 10

Languages: Terran, Common

Challenge: 1/2 (100 XP)

**Death Burst.** When the daolanin dies, it explodes in a burst of crystalline dust. Each creature within 5 feet of it must make a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Bound by Fate.** When the daolanin is within 10 feet of its sha'ir, the sha'ir has advantage on saving throws against thunder damage.

**Innate Spellcasting (1/Day).** The daolanin can innately cast *earthbind*, requiring no material components. Its innate spellcasting ability is Charisma.

## **Actions**

**Earthen Strike.** *Melee Weapon Attack:* +4 to hit, reach 5ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage.

**Dust Breath (Recharge 6).** The daolanin exhales a shower of dust and rock at one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.