Dao (Disguises)

Source: Monster Manual p. 143

title: Dao (Disguises)
*Large elemental, Neutral Evil*
 
- **Armor Class** 18 (natural armor)
- **Hit Points** 187 (`15d10 + 105`) 
- **Speed** 30 ft., burrow 30 ft., fly 30 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|12 (+1)|24 (+7)|12 (+1)|13 (+1)|14 (+2)|
 
- **Proficiency Bonus** +4
- **Saving Throws** Intelligence +5, Wisdom +5, Charisma +6
- **Skills** ⏤
- **Senses** [darkvision](Mechanics/CLI/rules/senses.md#Darkvision) 120 ft., passive Perception 11
- **Condition Immunities** [petrified](Mechanics/CLI/rules/conditions.md#Petrified)
- **Gear** [maul](Mechanics/CLI/items/maul-xphb.md)
- **Languages** Terran
- **Challenge** 11
 
## Traits
 
***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 and good](Mechanics/CLI/spells/detect-evil-and-good-xphb.md), [detect magic](Mechanics/CLI/spells/detect-magic-xphb.md), [stone shape](Mechanics/CLI/spells/stone-shape-xphb.md), [disguise self](Mechanics/CLI/spells/disguise-self-xphb.md) (often with a longer duration than is normal for that spell; see Disguises)
 
**3/day each:** [passwall](Mechanics/CLI/spells/passwall-xphb.md), [move earth](Mechanics/CLI/spells/move-earth-xphb.md), [tongues](Mechanics/CLI/spells/tongues-xphb.md), [true polymorph](Mechanics/CLI/spells/true-polymorph-xphb.md) (mightier genies only; see Disguises)
 
**1/day each:** [conjure elemental](Mechanics/CLI/spells/conjure-elemental-xphb.md) ([earth elemental](Mechanics/CLI/bestiary/elemental/earth-elemental.md) only), [gaseous form](Mechanics/CLI/spells/gaseous-form-xphb.md), [invisibility](Mechanics/CLI/spells/invisibility-xphb.md), [phantasmal killer](Mechanics/CLI/spells/phantasmal-killer-xphb.md), [plane shift](Mechanics/CLI/spells/plane-shift-xphb.md), [wall of stone](Mechanics/CLI/spells/wall-of-stone-xphb.md)
 
***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](Mechanics/CLI/rules/conditions.md#Prone).
 
***Disguises.*** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the [disguise self](Mechanics/CLI/spells/disguise-self-xphb.md) spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the [true polymorph](Mechanics/CLI/spells/true-polymorph-xphb.md) spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
 
## 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](Mechanics/CLI/rules/conditions.md#Prone).

Environment

underdark