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
                                                                                                       I
             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.
                        I
             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
                                                     i
             crystalline powder, leaving behind only equipment the dao was   or be knocked prone.
             wearing or carrying.
                                                                                                      GENIE�
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