Adaro
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.
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 Dice | 15d6+60 (97 hp) |
Initiative | +7 |
Speed | 40 ft. (8 squares), Swim 60 ft. |
Armor Class | 19 (+7 Dexterity, +2 natural), touch 17, flat-footed 12 |
Base Attack/Grapple | +7/+10 |
Attack | Spear +10 melee (1d8+4/x3) or nose-saw +14 melee (2d4+3) or fish dart +15 ranged (1d6+3 plus poison) |
Full Attack | Spear +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/Reach | 5 ft./5 ft. |
Special Attacks | Fish darts, spells, summon flying fish swarms |
Special Qualities | Damage reduction 10/cold iron, flying fish stride, Low-Light Vision, rainbow walk, swarmfriend, water dependent |
Saves | Fort +9, Ref +17, Will +12 |
Abilities | Strength 17, Dexterity 24, Constitution 19, Intelligence 17, Wisdom 16, Charisma 21 |
Skills | Balance +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 |
Feats | Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Concentration ), Weapon Finesse |
Environment | Warm aquatic |
Organization | Solitary or school (adaro plus 1-4 flying fish swarms) |
Challenge Rating | 12 |
Treasure | Standard |
Alignment | Usually neutral evil |
Advancement | 16-20 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):
- 0—dancing lights, Detect Magic, Detect Poison, ghost sound, mage hand, message, prestidigitation, read magic, touch of fatigue;
- 1st- color spray, mage armor, magic missile, ray of enfeeblement, ventriloquism;
- 2nd- bull’s strength, blur, fog cloud, touch of idiocy;
- 3rd- call lightning, suggestion, slow;
- 4th- charm monster, control water;
- 5th- cone of cold.
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 Dice | 8d8+8 (44 hp) |
Initiative | +6 |
Speed | Swim 40 ft. (8 squares) |
Armor Class | 15 (+2 size, +2 Dexterity, +1 natural), touch 14, flat-footed 13 |
Base Attack/Grapple | +6/- |
Attack | Swarm (2d6) |
Full Attack | Swarm (2d6) |
Space/Reach | 10 ft./0 ft. |
Special Attacks | Distraction (DC 15) |
Special Qualities | Half damage from slashing and piercing weapons, leaping glide, Low-Light Vision, poison flesh, swarm traits |
Saves | Fort +7, Ref +8, Will +5 |
Abilities | Strength 4, Dexterity 15, Constitution 12, Intelligence 1, Wisdom 12, Charisma 2 |
Skills | Jump +22, Listen +3, Spot +3, Swim +12 |
Feats | Alertness, Improved Initiative, Iron Will |
Environment | Warm aquatic |
Organization | Solitary or school (2-4 swarms) |
Challenge Rating | 4 |
Treasure | None |
Alignment | Always neutral |
Advancement | None |
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).