Page 144 - D&D Bestiary
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HE GREAT DISMAL DELVE, GEM
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Innate Spellcasting. The dao's innate speilcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks). It
Large elemental, neutral evil
can innately cast the following spells, re<!Juiring no material
components:
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105) At will: detect evil and good, detect magic, stone shape
Speed 30ft., burrow 30ft., fly 30ft. 3fday each: passwall, move earth, tongues
1fday each: conjure elemental (earth elemental only), gaseous
STR DEX CON INT WIS CHA form, invisibility, phantasmal killer, plane shift, wall of stone
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 14 (+2)
Sure-Footed. The dao has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
Saving Throws lnt +5, Wis +5, Cha +6
Condition Immunities petrified
Senses darkvision 120ft., passive Perception 11 ACTIONS
Languages Terran Multiattack. The dao makes two fist attacks or two
Challenge 11 (7,200 XP) maul attacks.
Fist. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target.
Earth Glide. The dao can burrow through nonmagical, Hit: 15 (2d8 + 6) bludgeoning damage.
unworked earth and stone. Whi le doing so, the dao doesn't
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
disturb the material it moves through.
Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge
Elemental Demise. If the dao dies, its body disintegrates into or smaller creature, it must succeed on a DC 18 Strength check
crystalline powder, leaving behind on ly equipment the dao was or be knocked prone.
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