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Zephyr Hawk

Creature 3 — air, elemental

FlankerAERIALelementalair

Zephyr hawks drift among the currents of the Plane of Air in great flocks. They delight in riding the air currents with no destination in mind. Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.

Source: pathfinder-monster-core

Perception +7; darkvision
Skills acrobatics +13, stealth +11
Str
+2
Dex
+4
Con
+1
Int
-4
Wis
+0
Cha
+0
AC 18 Fort +6 Ref +13 Will +7
HP 36
Immunities bleed, paralyzed, poison, sleep
Speed 0 feet, fly 50 feet

Offense

Melee Wing (agile, finesse) +11, Damage 1d8+4 slashing

Abilities

Circling Attack — 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.

WORKS WELL WITH

AnvilAERIALAn aerial tank holds priority while this creature darts in and out without triggering reactions.
SnareAERIALA controller grounds or slows targets so the hawk's hit-and-run picks off stragglers.

PUNISHES

✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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