Somehow this thread slipped! I think both those changes to the Cave Lord are fine. I think we can just update/replace the Cave Lord entry. No need for a duplicate/revised entry.
Yeah, let's split it off and put a link to it in the Adaro entry.
Leaping Glide (Ex): A flying fish swarm may leap from the water and glide at a speed of 160 feet for up to 8 rounds. The swarm may reach a height equal to the result of its Jump check, then fly with clumsy manueverability. It may descend, but cannot ascend during this travel.
I think I like the permanently poisonous flesh. Why not? And let's go for the first Leaping Glide revision (without the running start).
Flying Fish Swarm, Poisonous
Tiny Animal (Aquatic, Swarm)
Hit Dice: 8d8+8 (44 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction (DC 15)
Special Qualities: Half damage from slashing and piercing weapons, leaping glide, low-light vision, poison flesh, swarm traits
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Jump +22, Listen +3, Spot +3, Swim +12
Feats: Alertness, Improved Initiative, Iron Will
Environment: Warm aquatic
Organization: Solitary or school (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
The water boils with hundreds of glittering fish, none longer than a human's forearm. They leap from the water and spread winglike fins to glide in the air before splashing back down.
There are dozens of species of flying fish. They usually use their ability to glide through the air to escape predators. Flying fish normally pose no threat to anything larger than the plankton and fine-sized sea life they feed upon, but powerful magic can compel them to gather into a swarm and harm the magic-user's enemies. The most common example is the summon poisonous flying fish swarms spell-like ability of the adaro, but a few spellcasters possess a 4th-level spell, summon poisonous flying fish swarm, that summons a single poisonous flying fish swarm. This spell is otherwise identical to summon swarm except its arcane material component is the fin of a flying fish.
The flesh of these flying fish is unnaturally poisonous, and may cause damage and unconsciousness to anyone who eats them. Normal flying fish are edible and tasty, although it may require several fish to provide a full meal.
A swarm of poisonous flying fish is made up of unusually large flying fish, each 15 to 18 inches long and weighing 1 or 2 pounds. Most flying fish are smaller, down to as little as 6 inches in length and a few ounces in weight.
Distraction (Ex): Any living creature vulnerable to the poisonous flying fish swarm's damage that begins its turn with a flying fish swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.
Leaping Glide (Ex): A poisonous flying fish swarm may leap from the water and glide at a speed of 160 feet for up to 8 rounds. The swarm may reach a height equal to the result of its Jump check, then fly with clumsy manueverability. It may descend, but cannot ascend during this travel.
Alternative #1 (original)
Poison Flesh (Ex): Ingested, Fort DC 15, 1d4 Con/unconsciousness. The save DC is Constitution-based.
Alternative #2 (temporary)
Poison Flesh (Su): Ingested, Fort DC 15, 1d4 Con/unconsciousness. The save DC is Constitution-based. The flesh remains poisonous for 6 hours [?] after a poisonous flying fish swarm is summoned.
Skills: A poisonous flying fish swarm has a +16 racial bonus on Jump checks, and uses its Dexterity modifier for Jump checks. A flying fish swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.