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Monster Manual, page 143

Dao CR: 11

Large elemental, neutral evil
Armor Class: 18
Hit Points: 187 (15d10+105)
Speed: 30 ft , fly: 30 ft , burrow: 30 ft

STR

23 +6

DEX

12 +1

CON

24 +7

INT

12 +1

WIS

13 +1

CHA

14 +2

Saving Throws: INT +5, WIS +5, CHA +6
Skills: Proficiency Bonus +4
Condition Immunities: petrified
Senses: Darkvision 120 ft, Passive Perception 11
Languages: Terran
Challenge Rating: 11

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.   Innate Spellcasting. The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:   At will: detect evil and good, detect magic, stone shape   3/day each: passwall, move earth, tongues   1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone   Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The Dao makes two fist attacks or two maul attacks.   Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Suggested Environments

Underdark


Created by

imtealted.

Statblock Type

Monster

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