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Dao

Large elemental, Neutral Evil

Armor Class 18 (natural armor)

Hit Points 187 (15d10 + 105)

Speed 30 ft., fly 30 ft., burrow 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 11

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 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.

Source

Monster Manual (2014), p. 143