Dao

Monster Manual (2025) p. 89

Size
Large
Type
elemental (genie)
Alignment
neutral
AC
18
Initiative
1
Hit Points
200 (16d10+112)
Speed
walk 30 ft., fly 30 ft. (hover), burrow 30 ft.
Saving Throws
Wis +5, Dex +5
Condition Immunities
petrified
Senses
darkvision 120 ft.
Passive Perception
11
Languages
Primordial (Terran)
Challenge
11
Environment
planar (elemental plane of earth), underdark
STR
23
+6
DEX
12
+1
CON
24
+7
INT
12
+1
WIS
13
+1
CHA
18
+4

Traits

Proficiency Bonus

+4

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

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 1d4 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 Wish 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 Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Earth Burst

Ranged Attack Roll: +10, range 120 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. Hit or Miss: Earth explodes from the target's space, creating the following effect. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from and including the target. Failure: 10 (3d6) Thunder damage.

Spellcasting

The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

  • At will: Detect Evil and Good, Detect Magic, Stone Shape
  • 1/day each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone

Spells

Detect Evil and Good [5.5e], Detect Magic [5.5e], Stone Shape [5.5e], Gaseous Form [5.5e], Invisibility [5.5e], Move Earth [5.5e], Passwall [5.5e], Plane Shift [5.5e], Tongues [5.5e], Wall of Stone [5.5e]

Other data

description

Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw gemstones, jewelry crafted from pure metals, or wondrous fossils. In exchange for such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms. Many dao call the Elemental Plane of Earth home. There, they create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible, and the Strait of Magnets.