
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

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