Page 144 - Monster Manual [11th Print]
P. 144
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- GAR G O\' LE SEN ESCH AL S
DAO Innate Spel/casting. The dao's innate spellcasting ability is
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Large elemental, neutral evil Charisma (spell save DC 14, +6 to hit with spell attacks). t
c a n innately cast the following spells, requiring o material
n
components:
1
Armor Class 8 (natural armor)
Hit Points 187 (15dl0 + 105) At will: detect evil and good, detect magic, stone shape
Speed 30 ft., burrow 30 ft., fly 30 ft. 3/day each: passwall, move earth, tongues
l/day each: conjure elemental (earth elemental only), gaseous
STR DEX CON INT WIS CHA f o rm, invisibility, phantasmal killer, plane shift, wall of stone
23 (+6) 12 (+l) 24 (+7) 1 2 (+l) 13 (+l) 14 (+2)
Sure-Footed. The dao has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
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Saving Throws n t +5, Wis +5, Cha +6
Condition Immunities petrified . l ACTIO N S
Senses darkvision 2 0 ft., passive Perception 1
1
1
Languages Terran Multiattack. The dao makes two fist attacks or two
Challenge 1 (7,200 XP) maul attacks.
1
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Earth Glide. The dao can burrow through nonmagical, Hit: 5 (2d8 + 6) bludgeoning damage.
1
unworked earth and stone. While doing so, the dao doesn't
disturb the material it moves through. Maul. Melee Weapon Attack: + l 0 to hit, reach 5 ft., one target.
Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a H u ge
Elemental Demise. If the dao dies, its body disintegrates n to or smaller creature, it must succeed on a DC 18 Strength check
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crystalline powder, leaving behind only equipment the dao was or be knocked prone.
wearing or carrying.
GENIE�

