Dao

Large elemental, Neutral Evil

Armor Class18 (natural armor)
Hit Points187 (15d10 + 105)
Speed30 ft., burrow 30 ft., fly 30 ft.
STRDEXCONINTWISCHA
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 14 (+2)
Saving ThrowsCha +6, Int +5, Wis +5
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiespetrified
Sensesdarkvision 120 ft., passive Perception 11
LanguagesTerran
Challenge11

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 Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Maul.

Melee Attack Roll: +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 each/day: passwall, move earth, tongues

1 each/day: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone