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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.

Recall Knowledge - Beast (Arcana, Nature): DC 35

TidehawkCreature 12

Source Bestiary 3 pg. 266
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, Ref +25, Will +22
HP 213 (self-resurrection), regeneration 20 (deactivated by fire); Resistances cold 10; Weaknesses fire 15
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.
Speed 25 feet, fly 50 feet, swim 50 feet
Melee Single ActionSingle Action beak +26 [+21/+16] (finesse, magical, reach 15 feet), Damage 3d12+11 piercingMelee Single ActionSingle Action talon +26 [+22/+18] (agile, finesse, magical, reach 15 feet), Damage 3d8+11 slashingRanged Single ActionSingle Action break swell +26 [+21/+16] (range increment 30 feet), Damage 3d8+11 bludgeoning plus KnockdownPrimal Innate Spells DC 32; 6th cone of cold, control water, heal (×2), hydraulic torrent, mariner's curse; Cantrips (6th) detect magic
Oceanic Armor Single ActionSingle 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.Typhoon Dive Two ActionsTwo 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.

Sidebar - Additional Lore Wind and Wave

As dwellers of both water and air, tidehawks are viewed by many to be favored creatures of Gozreh, deity of wind and wave. Sailors argue whether a tidehawk sighting is a good or ill omen, as Gozreh can turn quickly from calm to wrathful. Tidehawks themselves rarely attack vessels on the water, but when they do, they leave few survivors.