Adaro

This hybrid of human and shark holds its spear menacingly, thick, glistening saliva dripping from its razor-sharp teeth.

Adaro CR 3

XP 800
NE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 6o ft., low-light vision, keen scent; Perception +8

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5

OFFENSE

Speed 10 ft., swim 50 ft.
Melee spear +8 (1d8+4/x3 plus poison), bite +2 (1d6+3)
Ranged spear +8 (1d8+3/x3)
Special Attacks rain frenzy

STATISTICS

Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +7; CMD 20
Feats Deadly Aim, Weapon Focus (spear)
Skills Intimidate +8, Perception +8, Stealth +10, Swim +18
Languages Aquan, Common; speak with sharks
SQ amphibious, poison use

SPECIAL ABILITIES

Poison (Ex)

Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish—a sticky venom that doesn't wash away in water.

Nettlefin Toxin: Spear—injury; save Fort DC 15; frequency 1/minute for 4 minutes; effect paralyzed for 1 minute; cure 2 consecutive saves.

Poison Use (Ex)

Adaros are skilled in the use of poison and never risk accidentally poisoning themselves.

Rain Frenzy (Su)

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).

Speak with Sharks (Su)

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."