Armor Class
18
Dao
Large Elemental · Neutral
Hit Points
200 (16d10 + 112)
Speed
Walk 30 ft., Burrow 30 ft., Fly 30 ft. ((hover))
CR
11
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 Restoration
If the dao dies outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in days, reviving with all its Hit Points somewhere on the Plane of Earth.
Magic Resistance
The dao has Advantage on saving throws against spells and other magical effects.
Wishes
The dao has a 30 percent chance of knowing the spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the dao suffers none of the spell's stress. Once the dao has cast it three times, the dao can't do so again for 365 days.
Actions
Multiattack
The dao makes three Earthen Maul attacks or two Earth Burst attacks.
Earthen Maul
Melee Attack +10, reach 5 ft. 20 () Bludgeoning damage. If the target is a Large or smaller creature, it has the condition.
Earth Burst
Ranged Attack +10, range 120 ft. 15 () Bludgeoning damage.
Earth explodes from the target's space, creating the following effect. DEX Save DC 16, each creature in a 10-foot Emanation [Area Of Effect] originating from and including the target.
Failure: 10 () Thunder damage.
Earth explodes from the target's space, creating the following effect. DEX Save DC 16, each creature in a 10-foot Emanation [Area Of Effect] originating from and including the target.
Failure: 10 () Thunder damage.