Large elemental (genie), neutral evil
Armor Class: 18 (Natural Armour)
Hit Points: 187 (15D10+105).
Speed:
30 ft
, fly: 30 ft
, burrow: 30 ft
Saving Throws: Intelligence +5,Wisdom +5 & Charisma +6
Condition Immunities: Petrified
Senses: Darkvision 120ft & Passive Perception 11
Languages: Terran (Elemental Earth)
Challenge Rating: 11 (7,200XP)
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 & Good,Detect Magic & Stone Shape
1/day: Conjure Elemental (Earth Elemental Only),Gaseous Form,Invisibility,Phantasmal Killer,Plane Shift & Wall of Stone
3/day: Passwall,Move Earth & Tongues
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 5FT, ONE TARGET. HIT:
15 (2D8+6) BLUDGEONING DAMAGE.
MAUL:
MELEE WEAPON ATTACK:
+10 TO HIT, REACH 5FT, 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.