test

Snapshot · Aug 26, 2026, 7:49 PM

  • test
    • Acts
      • acta1
        • encountere1
          • monster blockDamibwa x4
          • monster blockElite — Chimpanzee Visitant
Encounter

e1

Damibwa × 4

Creature 4

Source: Pathfinder #170: Spoken on the Song Wind · AoN ↗

Damibwas are domesticated hounds capable of detecting prey or predators via echolocation thanks to their exceptionally large ears and keen hearing. Adept swimmers, damibwas have sleek bodies, short limbs, webbed feet, and long muscular tails that enable them to maneuver underwater with grace and speed.

Trained as specialized hunting hounds, damibwas primarily catch fish, although they're also adept at diving for lobsters, crabs, and clams. While hunting, damibwas wait near the water's edge, typically on a boat or along the shore, listening for choice prey. When they detect prey in range, they dive down below the water, catch the animal in their jaws, and drag it back up to the surface. When large or dangerous aquatic predators approach, damibwas retreat to land and howl a warning, making them desirable guard dogs in coastal or riverside communities. Damibwas rarely attack terrestrial creatures unless they're threatened and unable to make an escape.

Damibwas are popular pets along rivers, lakes, and swamps throughout Golarion, particularly in the River Kingdoms, Wanshou, and the canals of Nantambu in the Mwangi Expanse. Some Erutaki in Avistan's far north hunt seals alongside a particular hardy breed covered in thick fur and a layer of blubber. They are only universally called damibwas in the Mwangi Expanse, and are often called “diving dogs” in other regions.

Recall Knowledge - Animal
Unspecific Lore: DC 17
Specific Lore: DC 14
NMediumAnimal
Source Pathfinder #170: Spoken on the Song Wind pg. 80
Perception +12; echolocation 60 feet, low-light vision
Languages
Skills

Acrobatics +10, Athletics +12, Stealth +10, Survival +10

Str +4
Dex +4
Con +3
Int -4
Wis +2
Cha +0
Deep Breath A damibwa can hold its breath for 5 minutes.<br />Echolocation A damibwa's hearing is a precise sense at the listed range.

AC 21
Fort +11
Ref +14
Will +8
HP 62

Speed 30 feet, swim 30 feet
Melee
Single Action

jaws +14,

Damage 2d8+4 piercing plus Grab
Fetch <actions string="Single Action" /> (Attack, Move) Requirements The damibwa has a Small or smaller creature grabbed in water; Effect The damibwa attempts an Athletics check against the creature's Fortitude DC. <br />Critical Success The damibwa moves up to its swim Speed, dragging the grabbed creature along with it. <br />Success The damibwa moves up to half its swim Speed, dragging the grabbed creature along with it. <br />Failure The damibwa doesn't move and the creature isn't dragged. <br />Critical Failure The damibwa no longer has the creature grabbed.
Predatory Dive <actions string="Two Actions" /> (Move) Requirements The damibwa is in or adjacent to water; Effect The damibwa moves up to double its swim Speed, descending at least 10 feet, and then makes a jaws Strike. If it was undetected at the start of predatory dive, it remains undetected until after the attack.

Although feral damibwas are rare, they aren't unheard of. Feral damibwas live in packs of up to a dozen. They fish in close proximity, so the attack of one damibwa drives fleeing fish toward their waiting packmates. Never truly wild in temperament, feral damibwas have a friendly disposition and bond easily with humanoids and other canines.

Elite encounter

  • Party level 1
  • 5 PCs
  • Target moderate
  • 80 XP
  • moderate

Composition

  • Chimpanzee Visitant × 1 (level 3)

Chimpanzee Visitant × 1

Creature 3

Source: Pathfinder #152: Legacy of the Lost God · AoN ↗

Chimpanzee Visitant

Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in a tent fire or other disaster—can even form packs of roving undead.

Recall Knowledge - Animal

(Nature): DC 18

Recall Knowledge - Undead

(Religion): DC 18

Unspecific Lore: DC 16 Specific Lore: DC 13

Chimpanzee Visitant Creature 3

  • NE
  • Small
  • Animal
  • Undead
  • Source Pathfinder #152: Legacy of the Lost God pg. 83 Perception +9; darkvision, lifesense (imprecise) 60 feet Languages Skills Acrobatics +11, Athletics +10 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha -1
    AC 18 Fort +8 Ref +11 Will +10 HP 55

    (negative healing)

    Immunities

    death effects, disease, paralyzed, poison, unconscious

    Weaknesses

    positive 5, whip vulnerability

    Vengeful Presence (aura, emotion, enchantment, mental) 20 feet. A creature that starts its turn within the visitant’s aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has. Whip Vulnerability A chimpanzee visitant takes 5 additional damage from whips.
    Speed 25 feet Melee

    Single Action

    jaws +12 (Agile),

    Damage 2d6+5 piercing plus rabies Melee

    Single Action

    claw +13 (Agile, Finesse),

    Damage 2d4+3 slashing plus Grab Mauler The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed. Rabies (Disease) Visitants can be carriers of diseases, even if they are immune to their effects.
  • Saving Throw DC 16 Fortitude. Stage 1 sickened 1 (1 day)
  • Stage 2 sickened 2 (1 day)
  • Stage 3 confusion (1 day)
  • Stage 4 dead
  • Read-only syndicated snapshot · Syndicated Aug 26, 2026, 7:49 PM. Content updates when the author syndicates again in Adventure Maker.

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