Adaro Chief

Family: Adaro

Medium monstrosity, neutral evil

Armor Class 17 (natural armor)
Hit Points 210 (28d8+84)
Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 10 (+0) 15 (+2) 16 (+3)

Saving Throws Con +7, Str + 10
Skills Perception +6, Stealth +7
Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 16
Languages Aquan, Common
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Martial Advantage. Once per turn, the adaro can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the adaro that isn’t incapacitated.
  • 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 have advantage on Strength saving throws and saving throws against being frightened. In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only as long as it remains within one turn away from the water’s surface.
  • Speak with Sharks. An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “come,” “defend,” or “attack.”
  • Water breathing. The adaro can only breathe underwater.

ACTIONS

  • Multiattack. The adaro makes three longspear attacks. It may substitute a longspear attack for one bite attack.
  • Bite. Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 15 (2d8 + 6) piercing damage. Instead of dealing damage, the adaro can grapple the target (escape DC 16)
  • Longspear. Melee Weapon Attack: +7 to hit, 10 ft. reach, one target. Hit: 19 (3d8 + 6) piercing damage.
  • Expert Command. The adaro can give a command to all adaros and sharks within 30 feet. Each such creature rolls 1d6 and adds the result to their next d20 roll so long as they follow the adaro’s orders.

ABOUT

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.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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