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Inkanyamba, Storm Serpent of the Sacred Waters

Inkanyamba
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The Inkanyamba is a legendary, serpent-like creature from Zulu folklore, described as having the body of a massive snake with the head of a horse. Its long, twisting body is covered in dark, iridescent scales that glimmer with an eerie, watery sheen. The Inkanyamba’s eyes are said to glow ominously, and it may possess fins or wings, enhancing its mythic, dragon-like appearance. It is typically associated with powerful storms, capable of summoning thunder, lightning, and torrential rain with its presence.

The Inkanyamba inhabits deep, remote lakes or rivers, particularly in areas considered sacred or spiritually significant. It is often linked to ancient waters like the Umzimvubu River, where it is believed to guard the depths and the natural balance of the region. The creature’s behavior is marked by territoriality and a strong connection to the natural world, rising from the water only during violent storms, which it controls.

The Inkanyamba’s modus operandi involves summoning storms to either protect its domain or punish those who disturb nature or break sacred taboos. When provoked, it brings devastating weather—thunderstorms, floods, or droughts—to assert its power. It is a being of vengeance and balance, meting out punishment to those who displease it while maintaining the equilibrium of nature.

The Inkanyamba’s motivation is driven by its role as both a guardian and a force of nature. It represents the untamable, unpredictable power of storms and is revered as a symbol of ancestral strength and natural authority. It demands respect and is a reminder of the raw, uncontrollable forces of the earth.


  • Inkanyamba 5e
  • Inkanyamba Pathfinder
Inkanyamba, Storm Serpent of the Sacred Waters
Create

Gargantuan Beast, Chaotic Neutral


Armor Class 21 (Natural Armor)
Hit Points 550 (35d12 + 315)
Speed 80 ft., swim 120 ft.


STRDEXCONINTWISCHA
30 (+10)22 (+6)28 (+9)16 (+3)20 (+5)24 (+7)

Saving Throws Str +19, Dex +14, Con +17, Wis +14, Cha +15
Skills Perception +14, Stealth +11
Damage Resistances Lightning, Thunder
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 120 ft., passive Perception 24
Languages Aquan, Infernal (understands Zulu, but cannot speak)
Challenge 21 (33,000 XP)


TRAITS

Legendary Resistance (3/Day). If the Inkanyamba fails a saving throw, it can choose to succeed instead.

Innate Stormcaller. The Inkanyamba can cast the following spells, requiring no material components:

  • At will: Thunderwave (3rd level), Fog Cloud, Call Lightning (3rd level)
  • 3/day each: Control Weather, Lightning Bolt (6th level), Tidal Wave
  • 1/day each: Storm of Vengeance, Earthquake

Lightning Aura. Any creature that starts its turn within 20 feet of the Inkanyamba takes 14 (4d6) lightning damage. A creature that touches the Inkanyamba or hits it with a melee attack takes lightning damage equal to the creature’s Strength modifier.

Water Affinity. The Inkanyamba can move through water without impediment. It can breathe underwater and communicate with water-based creatures telepathically within 120 feet.

Terrifying Presence. Each creature of the Inkanyamba’s choice within 60 feet must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours. While frightened, creatures hear distant thunder and rumbling waves as if an approaching storm is nigh.


ACTIONS

Multiattack. The Inkanyamba makes three attacks: one with its bite and two with its tail or water lash.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 60 (8d10 + 10) piercing damage, plus 18 (4d6) lightning damage.

Tail Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 48 (6d10 + 10) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Water Lash (Recharge 5–6). Ranged Weapon Attack: +15 to hit, range 80 ft., one target.
Hit: 42 (8d6 + 6) bludgeoning damage, and the target must make a DC 22 Strength saving throw or be pulled 30 feet toward the Inkanyamba.

Water Surge (Recharge 5–6). The Inkanyamba creates a massive wave of water in a 60-foot radius centered on itself. Each creature within range must make a DC 22 Strength saving throw. On a failed save, a creature takes 60 (12d8) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. The area becomes difficult terrain for 1 minute.


LEGENDARY ACTIONS

The Inkanyamba can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Inkanyamba regains spent legendary actions at the start of its turn.

  • Tail Strike. The Inkanyamba makes a tail attack.
  • Lightning Strike. The Inkanyamba causes a bolt of lightning to strike a target it can see within 120 feet. The target must make a DC 22 Dexterity saving throw, taking 42 (8d8) lightning damage on a failed save, or half as much on a successful one.
  • Sonic Roar (Costs 2 Actions). The Inkanyamba unleashes a terrifying roar. Each creature within 90 feet that can hear it must succeed on a DC 22 Constitution saving throw or be stunned for 1 round.

MYTHIC ACTIONS (If Inkanyamba is reduced to 0 HP, it can take 1 mythic action)

Storm Surge (Costs 3 Actions). Upon being reduced to 0 HP, the Inkanyamba releases its full power in a devastating burst. All creatures within 120 feet must make a DC 24 Dexterity saving throw. On a failed save, creatures take 90 (18d8) lightning damage, or half as much on a successful save. The storm causes a thunderous roar that can be heard up to 10 miles away.


TACTICS AND BEHAVIOR

The Inkanyamba fights like a force of nature—ruthlessly and with overwhelming power. At the start of combat, it uses Terrifying Presence to instill fear in its enemies, then follows with a Water Surge to create chaos and disrupt enemy formations. Its Water Lash is used to drag enemies into its grasp or to break up ranged threats. The Lightning Aura keeps melee attackers on edge, while it uses its Innate Stormcaller abilities to control the battlefield, casting Control Weather to create a storm that limits vision and mobility.

When fighting in water, the Inkanyamba exploits its speed and ability to move effortlessly, using the Water Lash to pull opponents toward it, and using Bite and Tail Slam to crush them. The Inkanyamba will avoid melee confrontation with powerful ranged attackers, instead using Lightning Strike and Sonic Roar to keep them at bay. It always uses Storm Surge as a last-ditch effort, overwhelming its enemies in a final display of its storm-wielding might.


ENVIRONMENTAL CONSIDERATIONS

The Inkanyamba thrives in sacred waters, often hidden in ancient, mist-covered lakes or deep rivers. These areas are usually steeped in myth, regarded by locals as holy or cursed. The creature guards these waters fiercely, punishing intruders with fury and summoning storms to protect its domain. The Inkanyamba is often invoked in Zulu traditions as both a protector and a destroyer, embodying the uncontrollable and sacred power of nature.

Inkanyamba
Create

This monstrous serpent rises to a great height, unfurling an opalescent hood the size of a tower shield. Swaying from side to side, the creature drops open its elongated jaw to reveal an assortment of different-sized fangs. As it hisses, lightning slashes the storm-gray sky behind it.

Orginally posted on Archives of Nethys

Source Pathfinder #41: The Thousand Fangs Below pg. 84

Sometimes called elder serpents, inkanyambas are enormous, malevolent snake-like creatures that dwell in tropical lakes and deep jungle rivers. Measuring over 60 feet long and weighing nearly 3,000 pounds, an inkanyamba resembles a dense snake with a vaguely crocodilian head, filled with multiple sets of fangs of varying lengths. Its long body is covered in multicolored scales that range from emerald green to golden and even vermilion. Males have larger hoods than females, who also have small, pointed frills running the length of their bodies.

Inkanyambas live for centuries; their maximum possible lifespan is unknown.


Inkanyamba CR 13
XP 25,600

CE Gargantuan magical beast

Init +7; Senses Darkvision 120 ft.; scent, venomsense; Perception +16
Defense
AC 28, touch 10, flat-footed 24 (+3 Dexterity, +1 Dodge, +18 natural, -4 size)

hp 178 (17d10+85)

Fort +15, Ref +15, Will +10

DR 10/magic; Immune electricity, poison
Offense
Speed 60 ft., Swim 60 ft.

Melee bite +25 (4d8+12 plus grab and poison), tail slap +20 (3d8+6)

Special Attacks breath weapon, constrict (4d8+12), hypnotic sway, protean venom

Spell-Like Abilities (CL 17th)1/day – call lightning (DC 18), control weather

Statistics
Strength 34, Dexterity 17, Constitution 20, Intelligence 13, Wisdom 17, Charisma 20

Base Atk +17; CMB +33 (+37); CMD 47

Feats Awesome Blow, Dodge, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, Power Attack, Spring Attack

Skills Climb +23, Intimidate +12 Perception +16, Sense Motive +12, Stealth +0, Swim +33

Languages Aquan, Common, Draconic

SQ hold breath
Ecology
Environment tropical rivers and lakes

Organization solitary or pair

Treasure standard
Special Abilities
Breath Weapon (Ex)

Once every 1d4 rounds, an inkanyamba can spit a 60-foot line of venom at its foes as a standard action. Any creatures struck must make a DC 23 Reflex save or take 1d4 points of Constitution damage and be blinded for 1d6 rounds. A successful save halves the Constitution damage (minimum 1 point) and negates the blindness.

Hold Breath (Ex)

An inkanyamba can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning or suffocating.

Hypnotic Sway (Su)

As a full-round action, it can unfurl its hood and sway back and forth. Any nonmindless creature within 30 feet that views an inkanyamba’s hypnotic sway must make a DC 23 Will save or be fascinated for 1d4 rounds. Any attack by the inkanyamba breaks the fascination effect. Any creature that successfully saves or has the fascination effect broken cannot be affected by the same inkanyamba’s hypnotic sway for 24 hours.

Poison (Ex)

An inkanyamba’s body contains a host of different venoms. Once per round as a swift action, it can change which ability score its poison affects.

Vacillating Venom: Bite – injury; save Fort DC 23; frequency 1/round for 4 rounds, effect 1d4 ability damage, cure 1 save. The save DC is Constitution-based.

Venomsense (Ex)

An inkanyamba that makes physical contact with a living creature through either its bite, tail slap, or constriction ability gains an automatic knowledge of the target’s ability scores, allowing the inkanyamba to better use its protean venom on its victims.

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