This site is games | books | films

Adaro

The Adaro is a fearsome sea spirit from Polynesian mythology, particularly associated with the Solomon Islands.

Appearance: The Adaro is depicted as a sinister humanoid creature with distinct aquatic features. It has a fishtail instead of legs, covered in iridescent scales that shimmer ominously. Its upper body retains a humanoid form but with gills along its neck and fins protruding from its arms and back. The face of an Adaro is elongated and narrow, with a mouth full of sharp, needle-like teeth and eyes that gleam with a predatory glint. Some descriptions include a horn or fin-like crest atop its head, enhancing its fearsome appearance.

Behavior: Known for its malevolent nature, the Adaro is a vengeful and hostile entity. It delights in causing harm to humans, particularly those who venture into its oceanic domain. The Adaro is notorious for bringing about storms and rough seas, leading to the drowning of sailors and fishermen. Its presence is often accompanied by a palpable sense of dread and foreboding.

Habitat: The Adaro resides in the deep, treacherous waters of the ocean, far from the safety of land. It is commonly associated with turbulent and dangerous areas of the sea, where it can summon powerful waves and violent weather. These spirits are believed to inhabit the depths of the ocean, emerging only to wreak havoc on the surface world.

Modus Operandi: The Adaro employs a variety of supernatural methods to attack and torment humans. It can create and control storms, using this ability to capsize boats and drown those at sea. In a unique and terrifying method of attack, the Adaro can shoot poisonous flying fish at its victims, these fish acting as lethal projectiles that can kill or incapacitate. Additionally, the Adaro can manifest as a waterspout or ride on rainbows, adding an eerie and magical element to its appearances.

Motivation: The primary motivation of the Adaro is malevolence and a desire to exert its dominance over the ocean and those who venture into it. It fiercely protects its territory, punishing anyone who dares to enter its waters or disrespect the natural world. The Adaro embodies the dangers and mysteries of the sea, serving as a cautionary figure in Polynesian folklore about the perils of the ocean and the respect it commands.

In essence, the Adaro is a powerful and vengeful sea spirit, a guardian of the ocean’s darkest depths, and a reminder of the formidable forces that dwell within the natural world.


  • Adaro 5e
  • Adaro 3.5

Adaro

Medium monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft., swim 60 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)12 (+1)14 (+2)10 (+0)

Saving Throws Dex +7, Con +7, Wis +6
Skills Perception +10, Stealth +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Aquan, understands Common but can’t speak
Challenge 10 (5,900 XP)


Amphibious. It can breathe air and water.

Magic Resistance. It has advantage on saving throws against spells and other magical effects.

Poisonous Fish. The Adaro can conjure and hurl poisonous fish. These fish are considered magical weapons and deal poison damage.

Stormbringer. The Adaro can summon storms and control the weather. It has the ability to use the control weather spell once per day.


Actions

Multiattack. It makes three attacks: one with its bite and two with its claw or poisonous fish.

  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage.
  • Poisonous Fish. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (6d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Water Jet (Recharge 5-6). The Adaro exhales a powerful jet of water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the save is pushed 20 feet away from the Adaro and knocked prone.

Summon Storm (1/Day). The Adaro can magically summon a storm that lasts for 1 hour. The storm is centered on the Adaro and creates the effects of the control weather spell, but only within a 1-mile radius. During this time, the Adaro can use an action to call down lightning (as per the call lightning spell) without expending a spell slot.


Legendary Actions

It can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Adaro regains spent legendary actions at the start of its turn.

  • Detect. The Adaro makes a Wisdom (Perception) check.
  • Claw Attack. The Adaro makes a claw attack.
  • Water Surge (Costs 2 Actions). The Adaro causes a surge of water to erupt around it in a 20-foot radius. Each creature in that area must succeed on a DC 15 Strength saving throw or be knocked prone and take 14 (4d6) bludgeoning damage.

Tactics

The Adaro is a cunning and strategic combatant, utilizing its aquatic environment to its advantage. It prefers to ambush its foes from the water, using its Stealth to remain undetected until the perfect moment. In battle, the Adaro employs its Poisonous Fish to weaken and incapacitate enemies from a distance. When faced with multiple opponents, it uses its Water Jet to disrupt and scatter them, making it difficult for foes to coordinate their attacks.

The Adaro summons storms to create a chaotic battlefield, leveraging its Summon Storm ability to control the weather and call down lightning strikes on distant targets. With its legendary actions, the Adaro maintains relentless pressure, using Claw Attack and Water Surge to keep enemies off balance and dominate the battlefield. If heavily threatened, the Adaro will retreat into the depths, using its superior swimming speed and stealth to evade pursuers and re-engage on its own terms.

Adaro
Flying Fish, Oil on canvas, 37 × 24 inches, 94 × 61 cm. Artist: Herbert James Draper Date: 1910

This creature blends attributes of man and fish. Gills lie behind its humanoid ears, while a sharklike fin crests its head. Its long nose resembles that of a sawfish. Its legs end in tail fins. The creature carries a wicked-looking spear.

Originally Posted by Shade of the En World forums.

On this Thread

The Adaro were malevolent merman-like sea spirits found in the sea of the Solomon Islands. They are dangerous to humans and can kill them by travelling along rainbows and shooting them with poisonous flying fish. They may also travel in waterspouts.

An adaro is a malevolent aquatic fey that torments any terrestrial creatures that wander into its domain. Adaro also have been known to war with merfolk and sahuagin for control of stretches of ocean.

  • It is said that the adaro are led by a powerful chief named Ngorieru.
  • An adaro stands 5 to 6 feet tall and weighs 110 to 250 pounds.
  • Adaro speak Aquan and Sylvan.
Adaro
Medium fey (Aquatic)
Hit Dice15d6+60 (97 hp)
Initiative+7
Speed40 ft. (8 squares), Swim 60 ft.
Armor Class19 (+7 Dexterity, +2 natural), touch 17, flat-footed 12
Base Attack/Grapple+7/+10
AttackSpear +10 melee (1d8+4/x3) or nose-saw +14 melee (2d4+3) or fish dart +15 ranged (1d6+3 plus poison)
Full AttackSpear +10/+5 melee (1d8+4/x3) and nose-saw +9 melee (2d4+1) or fish dart +15/+10 ranged (1d6+3 plus poison) or fish dart +13/+13/+8 ranged (1d6+3 plus poison) with Rapid Shot
Space/Reach5 ft./5 ft.
Special AttacksFish darts, spells, summon flying fish swarms
Special QualitiesDamage reduction 10/cold iron, flying fish stride, Low-Light Vision, rainbow walk, swarmfriend, water dependent
SavesFort +9, Ref +17, Will +12
AbilitiesStrength 17, Dexterity 24, Constitution 19, Intelligence 17, Wisdom 16, Charisma 21
SkillsBalance +9, Concentration +25, Hide +25, Jump +9, Knowledge (Arcana) +21, Knowledge (nature) +21, Listen +21, Move Silently +25, Spellcraft +13, Spot +21, Survival +3 (+5 in above ground natural environments), Swim +18, Tumble +25
FeatsPoint Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Concentration ), Weapon Finesse
EnvironmentWarm aquatic
OrganizationSolitary or school (adaro plus 1-4 flying fish swarms)
Challenge Rating12
TreasureStandard
AlignmentUsually neutral evil
Advancement16-20 HD (Medium); 21-45 HD (Large)
Level Adjustment

COMBAT

Adaro are nearly always accompanied by flying fish swarms, which they direct to harass their enemies, while hurling members of the swarm as deadly venomous darts. Adaro are also powerful spellcasters, utilizing their magic to weaken foes while improving their own defenses and prowess.

Fish Darts (Su): An adaro can supernaturally launch flying fish from its accompanying swarms as deadly missiles. This is a ranged attack with a maximum range of 30 feet and a 10-foot range increment. A creature damaged by the attack is exposed to the flying fish’s poison, as if it had consumed the fish.

Flying Fish Venom: Ingested, Fort DC 15, 1d4 Constitution/unconsciousness.

Flying Fish Stride (Ex): An adaro may “ride” a flying fish swarm. To do so, the adaro must simply end its movement within the space of a flying fish swarm. The adaro then moves with the swarm on the swarm’s action. This ability imposes no penalty on either the adaro or the swarm, and the adaro may still take actions on its own turn (including moving).

Rainbow Walk (Sp): An adaro may walk upon rainbows. This functions as the air walk spell (caster level 15th), but only works during rain while sun is present and up to an hour after rain ends.

Spells: An adaro casts spells as a 10th-level sorcerer. An adaro can also cast spells from the Water and Weather domains as arcane spells.

sorcerer Spells Known (6/8/7/7/6/4, save DC 15 + spell level):

Summon Flying Fish Swarms (Sp): Once per day, an adaro may automatically summon up to four flying fish swarms. This is the equivalent of a 4th-level spell.

Swarmfriend (Ex): An adaro never suffers deleterious effects when sharing its space with an aquatic swarm.

Water Dependent (Ex): An adaro can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: An adaro has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Flying Fish Swarm

The Shore Fishes of the Hawaiian Islands, with a General Account of
the Fish Fauna Bulletin of the United States Fish Commission, Vol. XXIII,
for 1903. Part I. P. 574, Plate III.
Flying Fish Swarm
Tiny animal (Aquatic, Swarm)
Hit Dice8d8+8 (44 hp)
Initiative+6
SpeedSwim 40 ft. (8 squares)
Armor Class15 (+2 size, +2 Dexterity, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple+6/-
AttackSwarm (2d6)
Full AttackSwarm (2d6)
Space/Reach10 ft./0 ft.
Special AttacksDistraction (DC 15)
Special QualitiesHalf damage from slashing and piercing weapons, leaping glide, Low-Light Vision, poison flesh, swarm traits
SavesFort +7, Ref +8, Will +5
AbilitiesStrength 4, Dexterity 15, Constitution 12, Intelligence 1, Wisdom 12, Charisma 2
SkillsJump +22, Listen +3, Spot
+3, Swim +12
FeatsAlertness, Improved Initiative, Iron Will
EnvironmentWarm aquatic
OrganizationSolitary or school (2-4 swarms)
Challenge Rating4
TreasureNone
AlignmentAlways neutral
AdvancementNone
Level Adjustment

Distraction (Ex): Any living creature vulnerable to the flying fish swarm’s damage that begins its turn with a flying fish swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Leaping Glide (Ex): A flying fish swarm may leap from the water and glide at a speed of 160 feet for up to 8 rounds. The swarm may reach a height equal to the result of its Jump check, then fly with clumsy manueverability. It may descend, but cannot ascend during this travel.

Poison Flesh (Ex): Ingested, Fort DC 15, 1d4 Constitution/unconsciousness. The save DC is Constitution-based.

Skills: A flying fish swarm has a +16 racial bonus on Jump checks, and uses its Dexterity modifier for Jump checks. A flying fish swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while Swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #29 (1979).

Scroll to Top