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PFS StandardZinba

Commonly known as ghost serpents, zinbas are rare, amphibious snakes with healing abilities. They're of similar size to other large snakes, such as pythons, but have a distinct bright blue coloring with red-and-black patterned stripes along their backs. This distinct coloration is easy to spot, but zinbas can swim through the wet mud and soft earth of their homes to avoid being tracked by all but the most skilled pursuers. This elusiveness inspires their “ghost serpent” moniker.

A zinba can metabolize a unique additive for its venom that converts it from a deadly poison to a healing agent, which makes zinbas particularly valuable in the eyes of healers and poachers. There is a high demand for zinbas in many markets; live serpents fetch a hefty sum, but zinba eggs are especially valuable, as zinbas reared in captivity are less willful and more likely to eat in confinement. Their elusiveness, however, leads many to search for their dens instead, which are large pools of water among remote wetlands or underground hollows near bodies of water. The water of a zinba's pool also has minor but valuable healing qualities, but removing water from a den causes it to lose its healing properties after a few hours, so most who find a den attempt to immediately make use of it.

Even finding dens is a difficult prospect, since zinbas are particularly intelligent for animals and can recognize signs of travelers near their favored hiding places. When there are signs of danger, a zinba collapses its lair and flees to create another den elsewhere.

Recall Knowledge - Beast (Arcana, Nature): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

ZinbaCreature 10

Legacy Content

Rare N Large Amphibious Beast 
Source The Mwangi Expanse pg. 307 2.0
Perception +20; low-light vision, scent (imprecise) 60 feet
Languages Sylvan; (can't speak any language)
Skills Acrobatics +18, Athletics +25, Stealth +18, Survival +18
Str +8, Dex +3, Con +7, Int -3, Wis +3, Cha +0
AC 28; Fort +23, Ref +20, Will +18
HP 220
Tighten Coils [reaction] Trigger A creature grabbed or restrained by the zinba attempts to Escape; Effect The DC of the Escape check is increased by 2.
Speed 30 feet, burrow 10 feet, climb 30 feet, swim 30 feet
Melee [one-action] jaws +21 [+16/+11], Damage 2d10+11 piercing plus Grab and zinba venomMelee [one-action] tail +21 [+17/+13] (agile, reach 10 feet), Damage 2d8+9 bludgeoning plus Push 10 feetGreater Constrict [one-action] 2d10+6 bludgeoning, DC 29Slither [one-action] The zinba Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.Swallow Whole [one-action] (attack) Medium, 2d10+6 bludgeoning, Rupture 23Zinba Restoration [one-action] (necromancy, positive) The zinba bites a creature within reach and delivers a restorative healing remedy instead of its venom. The creature takes 1 point of piercing damage, but then gains fast healing 5 for 1 minute. In addition, the restorative attempts a counteract check against any poison or disease affecting the creature with a counteract modifier of +22. A creature that receives the restorative is temporarily immune to the zinba's restorative for 24 hours.Zinba Venom (poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison (1 round); Stage 2 4d6 poison and drained 1

Sidebar - Advice and Rules Zinba Dens

The water in a zinba's den is suffused with its healing properties, making it as valuable as a zinba itself. Creatures that drink from these waters gain the curative effects of Zinba Restoration. This water can be placed into a container and removed from the den, but the curative effects fade 1d4 hours after removing the water. After a creature drinks water from a zinba's den, it is temporarily immune to the water's effects and the Zinba Restoration of the resident zinba for 24 hours.