Dao token

Dao

Large Elemental Neutral Evil

CR 11
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

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.

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.