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Zephyr HawkCreature 3

Source Pathfinder Bestiary
Perception +7 (darkvision)
Languages none
Skills Acrobatics +13, Stealth +11
Str +2, Dex +4, Con +1, Int -4, Wis +0, Cha +0

AC 21; Fort +6; Reflex +13; Will +7;
HP 36
Speed 0 feet (fly 50 feet)
Immunities bleed, paralyzed, poison, sleep

Wing One Action +11 (+7, +3) to hit (agile, finesse) 1d8+4 Slashing


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.

Circling Attack Two Actions

The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions. Both attacks count toward the zephyr hawk's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.

Zephyr hawks drift among the currents of the Plane of Air in great flocks.

Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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