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TidehawkCreature 12


RareNHugeAmphibiousBeastWater
Source Pathfinder Bestiary 3
Perception +24 (darkvision, wavesense (imprecise) 120 feet)
Languages Aquan, Auran, Common
Skills Acrobatics +23, Athletics +21, Nature +24
Str +5, Dex +7, Con +5, Int +4, Wis +6, Cha +4

AC 32; Fort +21; Reflex +25; Will +22;
HP 213 (regeneration 20 (deactivated by fire), self-resurrection)
Speed 25 feet (fly 50 feet, swim 50 feet)
Weaknesses Fire 15
Resistances Cold 10

Beak One Action +26 (+21, +16) to hit (finesse, magical, reach 15) 3d12+11 Piercing
Talon One Action +26 (+22, +18) to hit (agile, finesse, magical, reach 15) 3d8+11 Slashing
Break Swell One Action +26 (+21, +16) to hit (range increment 30) 3d8+11 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wavesense (Imprecise) 120 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Regeneration 20 (Deactivated by Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Self-Resurrection (healing, necromancy, primal)

When a tidehawk dies, it melts into a torrent of rainwater. If this rain falls into a body of water, such as an ocean or lake, the tidehawk returns to life fully healed 1d4 rounds later, as if subject to a 6th-level Resurrect ritual. Self-resurrection happens only if there are remains to resurrect; for instance, a tidehawk killed by a Disintegrate spell can't use this ability. A tidehawk that dies while above land must wait until its rainwater runs or seeps into an appropriate body of water to self-resurrect. A tidehawk can self-resurrect only once per year.

Oceanic Armor One Action (abjuration, primal, water)

Requirements The tidehawk is within 120 feet of a body of water at least as large as it is


Effect The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee Strike while under this effect, this water armor explodes outward, dealing 4d8 bludgeoning damage (DC 32 basic reflex save) to the attacking creature and ending the circumstance bonus to AC.

Effect: Oceanic Armor

Typhoon Dive Two Actions (evocation, primal, water)

Requirements The tidehawk is Flying


Effect The tidehawk Flies up to its Speed, diving below the surface of deep water (such as a sea or ocean), causing a surging wave that deals 6d6 bludgeoning damage (DC 32 basic reflex save) to each creature within a 60-foot emanation of where the tidehawk entered the water. The area becomes difficult terrain until the start of the tidehawk's next turn while the water surges and runs off.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Primal Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Detect Magic
1st Level: Heal
4th Level: Hydraulic Torrent
5th Level: Cone of Cold, Control Water, Mariner's Curse


Tidehawks, avian embodiments of the sea and rain, nest in deep underwater crevasses and glide among waves. They feed mostly on large sea life and rise above the surface during or in the aftermath of a rainstorm to bask in the fresh moisture of the air.

Though tidehawks hail from the same mystical family as the legendary phoenix, the two rarely interact due to their different outlooks and elemental affiliations. Phoenixes see tidehawks as flighty and unreliable, while tidehawks view their fiery kin as self-righteous do-gooders who can't resist meddling in mortal affairs. Only particularly evil threats to natural environments can bring them together.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.