Adaro Vortex-Rider

Family: Adaro

Medium monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 120 (16d10+32)
Speed 10 ft., swim 50 ft.

17 (+3) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 17 (+3)

Skills Perception +3, Stealth +4
Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 13
Languages Aquan, Common
Challenge 4 (1,100 XP)

Special Traits

  • Legendary Resistance (1/Day). If the adaro fails a saving throw, it can choose to succeed instead.
  • Poison Use. Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish-a sticky venom that doesn’t wash away in water.
  • 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 adaro 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 (50 feet for most adaros).
  • 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.”


  • Multiattack. The adaro makes two spear attacks. It may substitute a bite for one spear attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Create Waterspout (1/Day). The adaro causes a swirling vortex of water to rise up out of any body of water it is currently in. The water rises beneath the adaro, lifting it up and providing it with a semi-stable platform of water. This waterspout allows the adaro to move above the surface of the water as thought it has a fly speed of 20 ft., and it can hover. As an action, the adaro can move through the spaces of hostile creatures during its turn, ending in an empty space. Any creature whose space the waterspout passes through, or that enters the area of the waterspout, must make a DC 13 Strength saving throw. On a failed saving throw, the target takes 7 (2d6) bludgeoning damage and is hurled 1d4 x 5 feet in a random direction into an empty space. The waterspout does not extend beneath the surface of the water. Once created, the waterspout lasts for 1 minute.

Legendary Actions

An adaro vortex-rider 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.
  • Spear Attack. The adaro attacks once with its spear.
  • Move (Costs 2 Actions). The adaro moves up to its speed without provoking opportunity attacks.


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.

Ripjaw. 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.

Stormchasers. 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

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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