Tidehawk
Creature 12 (rare) — amphibious, beast, water
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAQUATICAERIALbeastwatercold
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
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +24; darkvision, wavesense (imprecise) 120 feet
Languages common, sussuran, thalassic
Skills acrobatics +23, athletics +21, nature +24
Str
+5
Dex
+7
Con
+5
Int
+4
Wis
+6
Cha
+4
AC 32
Fort +21
Ref +25
Will +22
HP 213 (regeneration 20 (deactivated by fire), self-resurrection)
Resistances cold 10
Weaknesses fire 15
Speed 25 feet, fly 50 feet, swim 50 feet
Offense
Melee Beak (finesse, magical, reach-15, unarmed) +26, Damage 3d12+11 piercing
Melee Talon (agile, finesse, magical, reach-15, unarmed) +26, Damage 3d8+11 slashing
Ranged Break Swell +26, range increment 30 feet, Damage 3d8+11 bludgeoning plus Knockdown
Abilities
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, 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-rank 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 (primal, water) —
Typhoon Dive (primal, water) —
Knockdown —
Primal Innate Spells DC 32, attack +24
5th Cone of Cold, Control Water, Mariner's Curse
4th Hydraulic Torrent
1st Heal (×2)
Cantrips (5th) Detect Magic
WORKS WELL WITH
SnareLAND / AQUATICArea denial traps pair with diving disruption to split formations and isolate targets.
FlankerLAND / AERIALFlanking pressure forces movement into reach zones where knockdown controls positioning.
MenderLAND / AQUATICSustained healing compounds with regeneration to create an unremovable frontline presence.
PUNISHES
✖ lacking fire✖ clumping
Stacking crashers leaves no durable anchor to hold ground after the dive.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Tidehawk in the encounter builder — free, no install.
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