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Zephyr Hawk (BB)Creature 3

Source Pathfinder Beginner Box
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, 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 like Attack of Opportunity. The second attack uses the same multiple attack penalty as the first, but attacks it makes after this take a –8 multiple attack penalty.

Air elementals, such as the zephyr hawk, appear in a variety of sizes and shapes. From the Plane of Air, zephyr hawks are often summoned to be used as airborne messengers. Air elementals can also arrive spontaneously during powerful storms and tornadoes where elemental vortexes form.

Zephyr hawks appear to be made of clouds, with distinct shapes that give them the appearance of having the wings and beaks of birds. When one sees clouds that resemble animals, they're often unknowingly observing air elementals. Zephyr hawks sometimes drift among wind currents in great flocks called casts.



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.