Large elemental, neutral evil
- Armor Class
- 18 (natural armor)
- Hit Points
- 187 (15d10 + 105)
- Speed
- fly 30 ft., 30 ft., burrow 30 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Cha +6, Int +5, Wis +5
- Condition Immunities
- petrified
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Terran
Traits
The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.
If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
The Dao makes two fist attacks or two maul attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
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: