Adaro
Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault.
Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight.
Adaros' strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground, and leaves either when its presence becomes too well known or when its game runs low.
An adaro is 7-1/2 feet long and weighs 250 pounds.
- HP
- 30 (4d10+8)
- AC
- 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
- Speed
- 10 ft., swim 50 ft.
- Init
- +3
- Melee
- spear +8 (1d8+4/×3 plus poison), bite +2 (1d6+1)
- Ranged
- spear +8 (1d8+3/×3 plus poison)
- BAB
- +4
- CMB
- +7
- CMD
- 20
- Fort
- +3
- Ref
- +7
- Will
- +5
Weapons: Simple
Rain Frenzy — Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros act as though affected by the rage spell. An adaro gains this benefit even if it is underwater, but only as long as it remains within a move action away from the water's surface (50 feet for most adaros).
Poison Use — Adaros are skilled in the use of poison and never risk accidentally poisoning themselves.
<p class="stat-block-1"> You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Intimidate +8, Perception +8, Stealth +10, Swim +18
- Type
- Monstrous Humanoid
- Alignment
- NE
- Size
- Medium
- Environment
- warm oceans
- Organization
- solitary, hunting party (2-6), or tribe (7-12)
- Treasure
- standard (3 spears, other treasure)
- Senses
- blindsense 30 ft., darkvision 6o ft., low-light vision, keen scent; Perception +8
- Languages
- Aquan, Common; speak with sharks
- Source
- Bestiary 3
-
Uses feat: Deadly Aim (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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