Adaro — Sea Spirits of Makira
Adaro are dangerous sea spirits of Makira in the Solomon Islands. A fisherman struck by their flying fish can fall ill before he reaches shore; on a sunlit squall an Adaro may cross the breaking sea beneath a rainbow and vanish in the spray.
Behind the reef a lean shape rises through the green water, human-eyed but bearing gills and a crest like a shark’s fin. It moves like a swimmer until the fish start breaking the surface in front of the boat. Those who recognise the sign give the passage a wide berth. Those who ignore it may find every stroke of the paddle brings them closer to the spirit.
At a Glance
| Creature | Adaro — malevolent aquatic spirit or ghost; fishlike, human-sized or slightly larger |
|---|---|
| Campaign homeland | Makira, Solomon Islands, especially reef mouths, fishing channels and waters marked by storms |
| Habitat | Warm sea, outer reef, surf line; ventures near shallow coastal waters where fishermen pass |
| Nature | Intelligent and predatory; sometimes guards a stretch of reef, sometimes hunts or serves a stronger sea spirit |
| Sign | Flying fish striking against the wind, a sudden squall, an injured fisherman turning feverish, a long face beneath clear water |
| Signature threats | Poisoned fish projectiles; rain and rainbow movement; the sea itself becomes hostile around a hunting Adaro |
| Rules by edition | 2024 CR 6* · 2014 CR 6* · Pathfinder 1e CR 3 · D&D 3.5e CR 12 (*original modern conversions) |
Appearance and Nature
The Adaro is no sea serpent and no gigantic leviathan. Most seen close enough to measure are roughly the size of a person, though their finned bodies can be longer than they first appear. A sharklike crest, gills and a narrow, sometimes sawfish-like snout distinguish them from merfolk. One may clutch a wicked spear; another is preceded by darting schools of fish. The water hides their hands until the moment they strike.
Not every tale about an Adaro describes an identical body. Around Makira, the name is also associated with ghosts and the spirits of the dead. Some remain bound to the places they once knew; other sea spirits move with rainbows or waterspouts. Fishermen know the difference between ordinary rough weather and the sudden movement of fish that accompanies a hunting spirit.
Hunting Grounds and Behaviour
An Adaro favours the exposed edge of a reef, where an unfamiliar crew must choose between breaking waves and dangerous coral. It watches canoes moving along a regular fishing route. When the first poisoned fish breaks the surface, the spirit remains below the hull and waits for panic to do its work. A man leaning over the gunwale to aid a companion gives it an easy target.
These beings are not universally loyal to one underwater kingdom. One may claim a channel for itself, another hunt alongside flying-fish schools, and a powerful spellcasting Adaro may arrive with several swarms. Where Adaro gather near a reef, boats leave a once-productive fishing ground unused and households must find another supply of food. The spirit has won something even if nobody has yet been killed.
The waters around Makira hold a particularly aggressive Adaro. Fishers have stopped taking the outer passage. It strikes at dawn after a short rain shower, using the sun on the water to cross between reefs before a boat can turn away.
Signs, Encounters and Countermeasures
- Before an attack: fish leap against the wind; a sudden shadow keeps pace just outside a canoe’s wake; a cloud builds over open water while the shore remains bright.
- At the first strike: poisoned fish hit the exposed paddlers or the person steering. Keep the vessel moving, shield the injured, and find shelter beyond the reef rather than following the spirit into breaking water.
- During a fight: the Adaro favours thrown fish and sudden movement; it seldom remains beside a well-armed foe when it can dive beneath the hull. On land its movement is slower and its opportunity to use the reef disappears.
- Against its magic: move into enclosed harbour water, take shelter from open squalls, or wait until sunlit rain passes. Cold iron cuts the older fey incarnation’s protection; the Pathfinder hunter has a quite different set of defences.
- Afterward: treat poisoned wounds, recover lost equipment, and decide whether reopening a fishing channel requires driving the spirit away or facing the more powerful being it serves.
Adaro are capable of communication in the rules versions that grant languages. They are not obliged to bargain, and a quiet reef does not mean a bargain has been made.
Rules: Adaro in Four Editions
Each tab is a separate, complete version. The 2024 and 2014 interpretations are original monsters; Pathfinder uses the published Bestiary 3 creature; D&D 3.5e retains the stronger legacy spellcasting fey. Their different challenge ratings and types are deliberate, not conversions of the same published statistics.
Adaro — D&D 2024
Original conversion. Standard Adaro, not a legendary chief; challenge rating is provisional pending encounter playtesting.
Medium Fey, Neutral Evil
AC 16 (natural armor) Initiative +4 (14)
HP 136 (16d8 + 64) Speed 20 ft., Swim 60 ft.
| Ability | Score | Mod. | Save |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +7 |
| CON | 18 | +4 | +7 |
| INT | 14 | +2 | +2 |
| WIS | 15 | +2 | +5 |
| CHA | 18 | +4 | +4 |
Skills Perception +5, Stealth +7 Resistance Cold
Senses Darkvision 60 ft., Passive Perception 15
Languages Primordial (Aquan), Sylvan
CR 6 (XP 2,300; PB +3)
Traits
Amphibious. The adaro can breathe air and water.
Rain Hunter. While rain is falling in the adaro’s space, it has Advantage on attack rolls using its Flying Fish Dart.
Actions
Multiattack. The adaro makes two attacks, using Flying Fish Dart or Claw in any combination.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
Flying Fish Dart. Ranged Attack Roll: +7, range 30/120 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Poison damage. The target must succeed on a DC 15 Constitution saving throw or have the Poisoned condition until the end of its next turn. The adaro creates a fish dart as part of the attack; ammunition is not required.
Breaking Squall (Recharge 5–6). The adaro calls spray and lightning into a 20-foot-radius Sphere centred on a point of open water it can see within 60 feet. Each creature in that Sphere makes a DC 15 Dexterity saving throw, taking 21 (6d6) Lightning damage on a failed save or half as much damage on a successful one. The water in the area is Difficult Terrain until the start of the adaro’s next turn. This magic cannot be used indoors away from open water.
Bonus Actions
Rainbow Passage (1/Day). While rain is falling and sunlight reaches its location, the adaro teleports up to 60 feet to an unoccupied space it can see that is also in the rain or immediately above the water’s surface. It appears amid a brief arc of coloured spray.
Adaro — D&D 2014
Original conversion. A standard aquatic fey rather than a unique legendary monster; CR is provisional pending playtesting.
Medium fey, neutral evil
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 20 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 18 (+4) | 14 (+2) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7, Con +7, Wis +5
Skills Perception +5, Stealth +7
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Sylvan
Challenge 6 (2,300 XP)
Amphibious. The adaro can breathe air and water.
Rain Hunter. The adaro has advantage on attack rolls with its flying fish darts while it is in falling rain.
Actions
Multiattack. The adaro makes two attacks, each with its claw or flying fish dart.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Flying Fish Dart. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. The adaro conjures the dart as part of the attack.
Breaking Squall (Recharge 5–6). A 20-foot-radius area of open water centred on a point the adaro can see within 60 feet erupts with lightning and spray. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. The water there is difficult terrain until the start of the adaro’s next turn.
Bonus Actions
Rainbow Passage (1/Day). While it stands in falling rain touched by sunlight, the adaro teleports up to 60 feet to an unoccupied space it can see in the same rain or just above the water.
Adaro CR 3 — Pathfinder 1e
Published Pathfinder Bestiary 3 creature. The Pathfinder Adaro is a monstrous humanoid, rather than the fey of the D&D versions. Official stat block, Bestiary 3 p. 7.
XP 800
NE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, keen scent; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
OFFENSE
Speed 10 ft., swim 50 ft.
Melee spear +8 (1d8+4/×3 plus nettlefin toxin), bite +2 (1d6+1)
Ranged spear +8 (1d8+3/×3 plus nettlefin toxin)
Special Attacks rain frenzy
STATISTICS
Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +7; CMD 20
Feats Deadly Aim, Weapon Focus (spear)
Skills Intimidate +8, Perception +8, Stealth +10, Swim +18
Languages Aquan, Common; speak with sharks
SQ amphibious, poison use
ECOLOGY
Environment warm oceans; Organization solitary, hunting party (2–6), tribe (7–12); Treasure standard (3 spears, other treasure).
SPECIAL ABILITIES
Nettlefin Toxin (Ex). Injury poison applied to spears; Fortitude DC 15; frequency 1/minute for 4 minutes; effect paralyzed for 1 minute; cure 2 consecutive successful saves. The sticky poison remains effective in water.
Poison Use (Ex). The adaro does not risk poisoning itself when preparing or using poison.
Rain Frenzy (Su). While fighting in rain or stormy weather, the adaro benefits as though under the rage spell, including while underwater within one move action of the surface (normally 50 feet). The spell grants +2 morale to Strength and Constitution, +1 morale to Will saves, and −2 AC. A typical frenzied adaro therefore has Str 18, Con 16, AC 13 and Will +6; its increased Constitution provides +4 hp (34 maximum) while the effect lasts. Recalculate its attacks accordingly: spear melee +9 (1d8+6/×3), bite +3 (1d6+2); Fort +4. This effect ends when the conditions no longer apply.
Speak with Sharks (Su). The adaro communicates simple telepathic commands to sharks within 100 feet; this does not grant telepathy to humanoids.
Adaro — D&D 3.5e
Legacy third-party/site creature, revised for coherent 3.5e arithmetic. This more powerful spellcasting fey is not the Paizo CR 3 Adaro. Existing signature powers are retained; challenge is the inherited CR 12 and is not independently playtested.
Medium Fey (Aquatic)
Hit Dice 15d6+60 (112 hp)
Initiative +7
Speed 40 ft. (8 squares), swim 60 ft.
Armor Class 19 (+7 Dex, +2 natural); touch 17, flat-footed 12
Base Attack/Grapple +7/+10
Attack spear +10 melee (1d8+4/×3), nose-saw +14 melee (2d4+3), or flying fish dart +15 ranged within 30 ft. (1d6+3 plus venom)
Full Attack spear +10/+5 melee (1d8+4/×3) and nose-saw +9 melee (2d4+1), or fish dart +15/+10 ranged (1d6+3 plus venom); with Rapid Shot +13/+13/+8.
Space/Reach 5 ft./5 ft.
Special Attacks fish darts, sorcerer spells, summon flying fish swarms
Special Qualities DR 10/cold iron, flying fish stride, low-light vision, rainbow walk, swarmfriend, water dependent
Saves Fort +9, Ref +16, Will +12
Abilities Str 17, Dex 24, Con 19, Int 17, Wis 16, Cha 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, Swim +18, Tumble +25; Survival +3 (+5 aboveground nature)
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 —
Languages Aquan, Sylvan
SPECIAL ABILITIES
Fish Darts (Su). A ranged attack with a 30-foot maximum range (10-foot range increment), using flying fish drawn from its accompanying swarm. The +15 attack figure above includes Point Blank Shot within 30 feet. Each dart inflicts 1d6+3 piercing damage and exposes the creature to flying fish venom as though it had eaten the fish. Venom: Fort DC 15; initial damage 1d4 Con; secondary damage unconsciousness 1 minute later. Secondary poison effects are negated by their saving throw.
Flying Fish Stride (Ex). An adaro ending its movement in the space of a flying fish swarm moves along with that swarm on the swarm’s turn; it may still act on its own turn. The swarm suffers no penalty.
Rainbow Walk (Sp). The adaro can air walk (caster level 15th), but only on rainbows while sunlit rain falls and for up to 1 hour after the rain has stopped.
Swarmfriend (Ex). The adaro is unharmed by aquatic swarms occupying its space.
Summon Flying Fish Swarms (Sp; 1/day). The adaro summons up to four flying fish swarms, equivalent to a 4th-level spell. These swarms are separate CR 4 creatures, controlled by the adaro but not part of its full-attack action.
Water Dependent (Ex). It survives outside water for 1 hour per 2 points of Constitution (9 hours with Con 19), after which it begins to suffocate under the ordinary rules.
SORCERER SPELLS
Caster level 10th; concentration +25; spell save DC 15 + spell level (Charisma +5). Spells per day 6/8/7/7/6/4 (0th to 5th, including Charisma bonus spells).
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.
The adaro casts water- and weather-domain spells as arcane sorcerer spells. Spellcasting requires its ordinary standard action unless the spell says otherwise.
FLYING FISH SWARM — D&D 3.5e
Open the accompanying CR 4 creature stat block
Tiny Animal (Aquatic, Swarm)
Hit Dice 8d8+8 (44 hp); Initiative +6
Speed swim 40 ft.; glide 160 ft. under Leaping Glide
AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple +6/—
Attack/Full Attack swarm (2d6) against creatures in its space
Space/Reach 10 ft./0 ft.
Special Attacks distraction (Fort DC 15), poison flesh (ingested Fort DC 15, initial 1d4 Con, secondary unconsciousness)
Special Qualities half damage from slashing/piercing, leaping glide, low-light vision, swarm traits
Saves Fort +7, Ref +8, Will +5
Abilities Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 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)
CR 4; Treasure none; Alignment always neutral.
Distraction (Ex). A living creature vulnerable to swarm damage that begins its turn in the swarm’s space must succeed on DC 15 Fortitude save or be nauseated for 1 round.
Leaping Glide (Ex). The swarm can leap from water and glide 160 feet each round for up to 8 rounds, descending but not climbing while in the air. It uses Jump +22 to determine the initial height.
Poison Flesh (Ex). Ingesting a fish exposes the creature to DC 15 ingested poison: initial 1d4 Con, secondary unconsciousness after 1 minute. The adaro’s fish darts magically deliver this same poison by injury.
The Fish That Follow the Dead
Small fish bursting from a wave are not frightening in themselves. Around an Adaro they turn against the crew, striking where skin is exposed and leaving wounds that do not match their size. Larger Adaro direct whole schools of flying fish through the foam. Anyone following the swarm may glimpse the spirit riding within it.
The legacy D&D 3.5e flying fish swarm has its own CR 4 statistics in that edition’s tab. In other editions, the darts are already part of the Adaro’s attack action; adding an extra swarm is a separate encounter choice, not a free bonus attack.
The Reef of Makira
The outer passage once supplied fish to several households along the shore. Now a wounded paddler lies ill, a second canoe has been abandoned in the breakers, and the surviving crews refuse to fish beyond the sheltered lagoon. Every day the Adaro holds that reef, the village loses food.
Characters who arrive by boat can seek the injured fisherman, watch the reef from shore, or travel with a crew who still knows the safe approach. A victory at sea can reopen the passage; a reckless pursuit may leave a third canoe wrecked beneath the same waves. The danger belongs to the inhabited islands, not to an anonymous ocean map.
For nearby creatures and routes see the Oceania Bestiary, the Fey Bestiary, and the Solomon Islands gazetteer.
Illustration and Source History

Makira traditions: the name and accounts of the Adaro arise in Arosi and related Makira traditions, recorded by R. H. Codrington in The Melanesians, Chapter XII, and by C. E. Fox in The Threshold of the Pacific (1924). The surviving English records reflect particular times, communities and collectors.
Pathfinder creature: Paizo, Pathfinder Bestiary 3, p. 7, Adaro (CR 3), whose published monstrous humanoid version differs from the other panels.
Legacy monster: the D&D 3.5e-inspired CR 12 Adaro and flying fish swarm are retained from this site’s credited EN World contributor “Shade” and earlier page material. Attribution is preserved here rather than printed as forum-editing instructions. The modern D&D versions and Makira encounter are original adaptations.
Adaro on Video
Two video discussions accompany this entry, including a Pathfinder review of the Adaro.
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