Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Oceanic Armor
Circumstance: The tidehawk is within 120 feet of a body of water at least as la
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.
Ability
Primal Innate Spells
DC 32; 6th cone of cold, control water, heal (×2), hydraulic torrent, mariner's curse; Cantrips (6th) detect magic
Ability
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.
Ability
Typhoon Dive
Circumstance: The tidehawk is Flying;
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.
Offense
Melee
Circumstance: combat round (melee)
beak +26 [+21/+16] (finesse, magical, reach 15 feet), Damage 3d12+11 piercing
Offense
Ranged
Circumstance: combat round (ranged)
break swell +26 [+21/+16] (range increment 30 feet), Damage 3d8+11 bludgeoning plus Knockdown
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Language
Aquan
Auran
Common
Perception
darkvision
wavesense (imprecise) 120 feet
Resistance
cold 10
Weakness
fire 15