Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Greater Constrict
2d10+6 bludgeoning, DC 29
Ability
Slither
The zinba Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.
Ability
Tighten Coils [Reaction]
Circumstance: Trigger: A creature grabbed or restrained by the zinba attempts t
The DC of the Escape check is increased by 2.
Ability
Zinba Restoration
(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.
Ability
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
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11], Damage 2d10+11 piercing plus Grab and zinba venom
Offense
Swallow Whole
Medium, 2d10+6 bludgeoning, Rupture 23
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
(can't speak any language)
Sylvan
Perception
low-light vision
scent (imprecise) 60 feet