The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.
Dao
Large Elemental Neutral Evil
- Saving Throws
- Int +5, Wis +5, Cha +6
- Condition Immunities
- petrified
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Terran
- Environment
- underdark
Traits
Earth Glide
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.
Spellcasting
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:
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.