Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 30 ft., fly 30 ft., burrow 30 ft.
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.
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.
Monster Manual (2014), p. 143