Medium Monstrosity, Neutral Evil
Armor Class 14 Natural
Hit Points 32 (5d8 + 10)
Speed 20 ft., swim 50 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws DEX +5, WIS +3
Skills Athletics +7, Intimidation +3, Perception +5, Stealth +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 15
Languages Aquan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.”

Amphibious. The creature can breathe air and water.

Rage. Adaro can enter a rage as a Bonus Action.
While raging, Adaro gain the following benefits:
•damage roll. This bonus increases as Adaro,  have advantage on Strength Checks and Strength saving throws.
• When Adaro make a melee weapon Attack using Strength,  gain a +2 bonus to the  damage roll.
• Adaro have Resistance to bludgeoning, piercing, and slashing damage.
Adaro rage lasts for 1 minute. It ends early if Adaro are knocked Unconscious or if  Turn ends and Adaro haven't attacked a hostile creature since the last turn or taken damage since then .

Actions

Multiattack.

 The adaro makes two attacks: one with its spear and one with its bite.

bite. Melee Weapon Attack: +5to hit, range 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage.

Spear. Melee or ranger Weapon Attack: +5 to hit, reach 20/60 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.  and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 

Description

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 f lesh, 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.

Habitat: Underwater

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