Large elemental, Neutral Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 187 (15d10 + 105) |
| Speed | 30 ft., burrow 30 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 12 (+1) | 24 (+7) | 12 (+1) | 13 (+1) | 14 (+2) |
| Saving Throws | Cha +6, Int +5, Wis +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | petrified |
| Senses | darkvision 120 ft., passive Perception 11 |
| Languages | Terran |
| Challenge | 11 |
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.
The Dao makes two fist attacks or two maul attacks.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
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
Large elemental (genie), Neutral
| Armor Class | 18 |
|---|---|
| Hit Points | 200 (16d10 + 112) |
| Speed | 30 ft., burrow 30 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 12 (+1) | 24 (+7) | 12 (+1) | 13 (+1) | 18 (+4) |
| Saving Throws | Dex +5, Wis +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | petrified |
| Senses | Darkvision 120 ft., passive Perception 11 |
| Languages | Primordial (Terran) |
| Challenge | 11 |
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 outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Earth.
The dao has Advantage on saving throws against spells and other magical effects.
The dao has a 30 percent chance of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the dao suffers none of the spell's stress. Once the dao has cast it three times, the dao can't do so again for 365 days.
The dao makes three Earthen Maul attacks or two Earth Burst attacks.
Melee Attack Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Ranged Attack Roll: +10, range 120 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. Hit or Miss: Earth explodes from the target's space, creating the following effect. dex DC 16, each creature in a 10-foot Emanation [Area of Effect] originating from and including the target. Failure: 10 (3d6) Thunder damage.
The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: Detect Evil and Good, Detect Magic, Stone Shape
1 each/day: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone