Large Elemental, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 30 ft., Burrow 30 ft., Fly 30 ft.
STR
23 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws INT +5, WIS +5, CHA +6
Condition Immunities Petrified
Senses Darkvision 120 ft., Passive Perception 11
Languages Terran
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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.

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/day each: passwall, move earth, tongues

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

Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Stone-Body. When the dao would come under the stunned condition, it instead becomes slowed for the same duration. 

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

The dao can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dao regains spent legendary actions at the start of its turn.

Earth Glide. The dao moves up to it's speed. This movement does not provoke opportunity attacks

Enthrall. The dao chooses one creature it can see within 60 feet and tries to take control of their mind. The creature makes a DC 15 saving throw. On a success, nothing happens. On a failure the creature is under the effects of the slowed condition for a round as their mind is pulled in two directions. If they fail by 5 or more, their mind is consumed by the Dao's power and they are under the effects of the Dominate Person spell until the end of their next turn.

Monster Tags: Genie

Habitat: Underdark

Jarredshere

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