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