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Dao

Dao

Elemental

AC
HP

18

187

Alignment
Challenge

NE

11

STR

23 (+6)

DEX

12 (+1)

CON

24 (+7)

INT

12 (+1)

WIS

13 (+1)

CHA

14 (+2)

Source

Monster Manual (BR+)

Name

Dao

Race

Elemental

Alignment

Neutral evil

Armor Class

18 (natural armor)

Size

Large

Hit Points

187 (15d10 + 105)

Challenge

11 (7200 XP)

Speed

30 ft., burrow 30 ft., fly 30 ft.

Senses

darkvision 120 ft., passive Perception 11

Languages

Terran

Dao

Saving Throws

Int +5, Wis +5, Cha +6

Skills

None

Damage Immunities

None

Condition Immunities

petrified

Damage Resistances

None

Damage Vulnerabilities

None

Abilities

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: 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.

Legendary Actions

None

Reactions

None

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