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DamibwaCreature 4


NMediumAnimal
Source Pathfinder #170: Spoken on the Song Wind
Perception +12 (echolocation 60 feet, low-light vision)
Languages none
Skills Acrobatics +10, Athletics +12, Stealth +10, Survival +10
Str +4, Dex +4, Con +3, Int -4, Wis +2, Cha +0

AC 21; Fort +11; Reflex +14; Will +8;
HP 62
Speed 30 feet (swim 30 feet)

Jaws One Action +14 (+9, +4) to hit 2d8+4 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Deep Breath

A damibwa can hold its breath for 5 minutes.

Echolocation 60 feet

A damibwa's hearing is a precise sense at the listed range.

Fetch One 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.


Critical Success The damibwa moves up to its swim Speed, dragging the Grabbed creature along with it.

Success The damibwa moves up to half its swim Speed, dragging the grabbed creature along with it.

Failure The damibwa doesn't move and the creature isn't dragged.

Critical Failure The damibwa no longer has the creature grabbed.

Predatory Dive 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.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.