Adaro

The material below is Open Game Content

Penumbra Fantasy Bestiary

Penumbra Fantasy Bestiary

Author Chris Aylott et al
Publisher Atlas Games
Publish date 2003
OGL Section 15 fantasy-bestiary

The material below is Open Game Content

Adaro
Medium-size Outsider (Water)
Hit Dice: 2d8+2 (11 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Swim 40 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Gore +4 melee, or hand crossbow +4 ranged
Damage: Gore 1d3+3, hand crossbow 1d4 plus 1d3 Con poison
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Breathe Water, Darkvision 60 ft., Rainbow Leap, Summon Shark
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 9
Skills: Craft (any one) +4, Hide +6, Listen +5, Spot +5, Swim +2 (+10 to avoid hazards)
Feats: Improved Initiative
Climate/Terrain: Aquatic
Organization: Solitary, company (2–4), or squad (5–9)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: 3–8 HD (Medium-size)

Adaro on the Prime Material Plane are always male; their colonies are usually located on the Elemental Plane of Water.

Breathe Water (Ex): Adaro can breathe both water and air naturally.

Outsider: Outsiders have Darkvision with a range of 60 feet. They are proficient with all simple weapons, those mentioned in their entries, and martial weapons. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.

Poison (Ex): Adaro crossbow bolts are fashioned from the bones and fins of bluefish and contain a small amount of that creature’s poison. The poison requires a Fortitude save (DC 17); it deals initial and secondary damage of 1d3 temporary Constitution.

Rainbow Leap (Ex): Once per day, an adaro may propel himself from the water and through the air, similar to a dolphin’s leaping ability. The adaro must charge the surface (and be within 80 feet of it), thus incurring all penalties associated with a charge. The leap of an adaro puts the creature in an arc up to 40 feet high and 200 feet long, enabling it to leap across ships or clear small reefs. While in the air, water streaming from the adaro scintillates in the air, creating a small rainbow reaching from his exit point to his re-entry point; this effect lasts for 1d4 rounds.

Skills: Adaro receive a +8 racial bonus to Swim checks to avoid hazards. For craft checks, assume the adaro has the appropriate artisan’s tools.

Summon Shark (Sp): Once per day, an adaro may sound his shark-fin horn to summon one medium-size shark to his aid; this works as summon nature’s ally II as cast by a 5th-level sorcerer. The summons reaches the shark from the Elemental Plane of Water, compelling it to fight to the death in something akin to a feeding frenzy.

Page tags: 3x cr2 monster outsider
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