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Chimpanzee VisitantCreature 3


SmallAnimalEvilUndeadUnholy
Source Pathfinder #152: Legacy of the Lost God
Perception +9 (darkvision, lifesense (imprecise) 60 feet)
Languages none
Skills Acrobatics +11, Athletics +10
Str +3, Dex +4, Con +3, Int -4, Wis +1, Cha -1

AC 18; Fort +8; Reflex +11; Will +10;
HP 55 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 5

Jaws One Action +12 (+8, +4) to hit (agile, unarmed) 2d6+5 Piercing
Claw One Action +13 (+9, +5) to hit (agile, finesse, unarmed) 2d4+3 Slashing

Lifesense (Imprecise) 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Vengeful Presence (aura, emotion, 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.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Whip Vulnerability

A chimpanzee visitant takes 5 slashing5 additional damage from whips.

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

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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.


Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. Circus owners who mistreat their animals through harsh discipline or overtraining see little wrong with their mercilessness, even going so far as to slaughter their entertainers-supposedly "by accident"-via neglect or abuse. The victims of such cruelty who cannot move onto the afterlife-either because they somehow become infused with void energy or their spirits cannot rest without first enacting revenge on their assailants-occasionally rise from the dead as visitants.

These undead monsters haunt the sites of their demise and search out the masters who made their lives so hellish with only one goal in mind: vengeance. When they can't locate their particular abuser, or if they are still unable to rest even after confronting their aggressor, visitants seek out similarly evil harmers of animals, becoming torturers of torturers. However, visitants are for the most part unable to distinguish between individual members of a species; thus, if a visitant was abused by a human trainer, any human that crosses its path may become a target of its rage.

A visitant resembles a zombified animal, but it retains a spark of the animal intelligence it had in life, making it all the more dangerous as a result. Visitants' bodies are marred by the horrors of their brutal existences: Their mouths are furrowed in a constant snarl, with a black ichor dripping from their cracked, rotten lips. Whip scars from their hours of "training" glow with an unnatural purple light. And perhaps above all, their eyes mark them as touched by undeath-sunken horribly deep into their skull, leaking blood or other fluid, and glowing with an aura of dread and palpable anger.


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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.