Monster Dossier
Tidehawk
Tidehawk is a fantasy monster entry from source B3.
Traits
rarenhugeamphibiousbeastwater
Rules & statistics
Monster Profile
Perception
24
Senses
- Name
- darkvision
- Type
- imprecise
- Name
- wavesense
- Range
- 120
Languages
- Languages
- aquan
- auran
- common
Skills
- Acrobatics
- 23
- Athletics
- 21
- Nature
- 24
Ability Mods
- Str
- 5
- Dex
- 7
- Con
- 5
- Int
- 4
- Wis
- 6
- Cha
- 4
Defenses
- Ac
- 32
- Saving Throws
- Fort
- 21
- Ref
- 25
- Will
- 22
- Hp
- Hp
- 213
- Abilities
- regeneration 20 (deactivated by fire
- Resistances
- Amount
- 10
- Name
- cold
Speed
- Walk
- 25
- Fly
- 50
- Swim
- 50
Attacks
- Range
- Melee
- Name
- beak
- Attack
- 26
- Traits
- finesse
- magical
- reach
- Damage
- 3d12+11 piercing
- Types
- piercing
- Range
- Melee
- Name
- talon
- Attack
- 26
- Traits
- agile
- finesse
- magical
- reach
- Damage
- 3d8+11 slashing
- Types
- slashing
- Range
- Ranged
- Name
- break swell
- Attack
- 26
- Traits
- range increment
- Effects
- Knockdown
- Damage
- 3d8+11 bludgeoning plus Knockdown (page 305)
- Types
- bludgeoning
Spellcasting
- Type
- Innate
- Tradition
- primal
- DC
- 32
- Entry
- 0
- Level
- 6
- Spells
- Name
- detect magic
- 6
- Spells
- Name
- cone of cold
- Name
- control water
- Name
- heal
- Amount
- 2
- Name
- hydraulic torrent
- Name
- mariner's curse
Abilities
- Mid
- Traits
- healing
- necromancy
- primal
- Entries
- 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.
- Name
- Self-Resurrection
- Bot
- Activity
- Number
- 1
- Unit
- action
- Traits
- abjuration
- primal
- water
- Requirements
- The tidehawk is within 120 feet of a body of water at least as large as it is
- Entries
- 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 (32 basic Reflex save) to the attacking creature and ending the circumstance bonus to AC.
- Name
- Oceanic Armor
- Activity
- Number
- 2
- Unit
- action
- Traits
- evocation
- primal
- water
- Requirements
- The tidehawk is Flying
- Entries
- 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 (32 basic Reflex save) to each creature within a 60-foot emanation of where the tidehawk entered the water. The area becomes difficult terrain||3|terrain until the start of the tidehawk's next turn while the water surges and runs off.
- Name
- Typhoon Dive
Background
Lore
No lore provided.