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This man-sized, pale blue snake has a mottled blue and green mosaic pattern along its back.

Originally Posted by Shade of the En World forums.

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Zin are a breed of naga found in the bottom of freshwater rivers and lakes, where they dwell in air-filled caverns in small groups called choirs. These pranksters delight in spreading merriment, mischief, and song among travelers near their homes.

Bored zin are particularly dangerous, for at these times they often visit the campsite of travelers and request protection and hospitality. If invited, they push the limits of their host’s hospitality with pranks and jokes. If the hosts put up with this behavior, the zin will eventually reward them with a small concert and an entertaining performance of their entire repertoire of choral casting. Gracious hosts will be entertained throughout the night, after which the zin will depart and trouble them no more. Should hosts become annoyed with the zin and attack one of the group, the zin will depart, only to return and torment their one-time hosts for the remainder of their travels. On the final visit, the zin will curse the hosts with their evil eye ability.

Zin are akin to bards, and often keep bardic accoutrements and magic items on their persons or nearby. They live only for a good time spent making music and dancing. Zin are carnivorous, feeding mostly on fish.

Zin hide can be used to halve the xp cost of making boots of elvenkind or slippers of spider climbing; however, any zin viewing the wearer of such footgear will immediately have their attitude adjusted to hostile. Zin have been known to reward such behavior in kind, making sandals from the skin of the wearer.

A typical zin is 6 feet long and weighs around 120 pounds. The mosaic pattern on each zin’s back is unique.

Zin speak Common and Aquan.

Medium aberration (Aquatic, Shapechanger)
Hit Dice5d8+15 (37 hp)
Speed30 ft. (6 squares), Swim 30 ft.
Armor Class15 (+3 Dexterity, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple+3/+4
AttackBite +6 melee (1d6+1 plus poison)
Full AttackBite +6 melee (1d6+1 plus poison)
Space/Reach5 ft./5 ft.
Special AttacksChange shape, choral casting, poison, spells
Special QualitiesAmphibious, Darkvision 60 ft., spell resitance CR+7
SavesFort +4, Ref +4, Will +6
AbilitiesStrength 13, Dexterity 16, Constitution 17, Intelligence 16, Wisdom 15, Charisma 20
SkillsBluff +10, Concentration +10, Diplomacy +7, Disguise +9 (+11 acting), Hide +3*, Intimidate +7, Perform (comedy) +13, Perform (song) +13, Spellcraft +6 (+8 scrolls), Swim +9, Use Magic Device +13
FeatsSkill Focus (Concentration), Weapon Finesse
EnvironmentTemperate and warm aquatic
OrganizationSolitary or choir (2-6)
Challenge Rating5
AlignmentUsually chaotic neutral
Advancement6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment


If angered, a zin will attempt to bite and render the victim asleep and, if successful, will often liberate the creature of its clothing and equipment and deposit it in a precarious locale. Zin are natural bards, and together can perform powerful spell-like abilities.

Change Shape (Su): A zin can assume the form of any Small or Medium humanoid.

Choral Casting (Sp): A choir of 2 to 6 zin gain a number of spell-like abilities, which they can cast at will. Each of the participating zin must be within 10 feet of another participating zin. The spell-like abilities depend on the number of zin, and the repertoire is cumulative (for example, a quartet can use the spell-like abilities of a duet and trio as well). The repertoires are as follows:

The save DCs are based on the highest individual Charisma modifier among the participating zin. In addition, one zin of the choir may make a Perform check to increase the DC (the other zin in the choir may use Aid Another actions to assist this check). If the Perform check exceeds DC 20, the save DC of the ability increases by +1. The save DC also increases by an additional +1 for each 10 that the Perform check exceeds DC 20 (a total of +2 at 30, +3 at 40, and so on). The caster level equals half the total HD of the zin choir.

Evil Eye (Su): Once per day, a zin may curse on a single individual within 30 feet. The target must succeed on a DC 17 Will save or suffer a permanent -2 penalty to all saving throws, skill checks, and ability checks, and an additional -3 penalty on Diplomacy checks (for a total -5 penalty). The evil eye may be eliminated with a remove curse spell or similar magic. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1 Constitution, secondary damage sleep for 1 minute. The save DC is Constitution-based.

Spells: A zin casts spells as a 5th-level bard.

bard Spells Known (3/5/2, save DC 15 + spell level):

Skills: A zin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A zin has a +8 racial bonus on Hide checks while swimming through water.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).

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