THE SHARED REFERENCE Adventurer

Monster

Dao

Official reference · MM · 2014

Creature type
Elemental
Size
Large
Armor class
18 (natural armor)
Hit points
187 (15d10 + 105)
Speed
Walk 30 ft., Burrow 30 ft., Fly 30 ft.
Challenge rating
11
Alignment
Neutral Evil
Strength
23
Dexterity
12
Constitution
24
Intelligence
12
Wisdom
13
Charisma
14
Passive Perception
11
Saving Throws
int: +5; wis: +5; cha: +6
Senses
darkvision 120 ft.
Languages
Terran
Condition Immunities
petrified

Traits

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.

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.

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

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