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Converting Al-Qadim and Oriental Adventures creatures

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By request...

Zin
CLIMATE/TERRAIN: Freshwater rivers and lakes
FREQUENCY: Very rare
ORGANIZATION: Bands
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High to Genius (13-18)
TREASURE: W
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVEMENT: 12, Sw 12
HIT DICE: 5+1
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
SIZE: M (6-12. long)
MORALE: Average (10)
LEVEL/XP VALUE: 2,000

The zin are spirit snakes that dwell at the bottom of rivers and lakes. They are shapeshifting, bardic pranksters, delighting in spreading merriment, song, and mischief among the surface dwellers that travel near or across their domains.

In their true form, zin look like pale blue or green snakes. Along their backs, the scales depict a mottled blue and green mosaic pattern, unique to each individual zin. Their coloration makes them difficult to spot while swimming, but they can easily be spotted while resting on a river or lake bed.

Combat: Zin all have 60’ infravision. They can polymorph into human or demihuman form at will and are most often encountered in this form. The zin each possess the talents and spell abilities of a 5th-level bard, with either the sa’luk, rawun, or barber kits. They can learn four wizard spells (three 1st-level and one 2nd-level), typically choosing from the enchantment/charm and illusion schools (ventriloquism and Tasha’s uncontrollable hideous laughter are long-standing zin favorites). Zin equip themselves with the accoutrement typical of a traveling bard. They delight in using magical items.

Although each individual zin possesses a bardic voice, when they play and sing together as a band, their music takes on a supernatural quality that it did not possess before. In order for this eldritch music to be effective, the zin must be within 10 feet of one another. Spells .cast. by a band are extremely difficult to resist (-1 on saves per zin present) and depend upon the number of zin in the band (per the following table).

Duo: hold person or suggestion
Trio: charm monster or emotion
Quartet: Leomund's lamentable belaborment or chaos
Quintet: mass suggestion or charm plants
Sextet: demand or Otto.s irresistible dance

The spell “repertoire” is cumulative (i.e., a quartet knows the spells of a trio and duo). A zin band can collectively cast any spell from their repertoire, once per round, at a level equal to three times the number of zin present.

In their natural form, zin can physically attack with their bite. The victim suffers 1-6 points of damage and must save vs. poison or fall into a catatonic slumber for 24 hours. Upon awakening, the unfortunate will most likely find himself completely naked and probably (if the zin have a malicious streak) dangerously close to the lair of an unpleasant monster.

Habitat/Society: Bands of zin dwell together in air-filled caverns at the bottom of rivers and lakes. They are carnivores, subsisting mainly on a diet of fish.

When bored, a group of zin will approach a camp of travelers passing nearby and ask for protection for the night. During their visit, the zin will stretch the limits of the PCs. hospitality with bawdy jokes and a few pranks. If the hosts retain their composure, the zin will perform a small concert in their honor, casting all of the spells in their repertoire to achieve the most humorous and entertaining results (from the point of view of the zin, that is).

Should the hosts adhere to the code of hospitality, they will have at last earned the respect of the zin, who will lavish on them a concert of merriment, song, and mirth lasting the remainder of the evening. In the morning, the zin will wish their hosts luck and long life and trouble them no further. If the hosts are offended by the zin’s antics and betray the sacred trust of hospitality (by attacking one of the zin), the band will attempt to flee into the darkness and plague the party for the remainder of their journey with a nightly concert. At the DM’s discretion, on their final nightly visit, the zin will curse their poor hosts with the evil eye (no saving throw).

Ecology: Zin only care about music, dancing, and having a good time (frequently at the expense of others). They have little concern for the world around them or its ecology, although they will quickly take offense at anything defiling the body of water in which they live.

The hide of a zin is highly prized by all rogues. Zin-hide sandals will increase a rogue.s chances of climbing walls and moving silently by 10%. Of course, openly wearing such sandals will earn a rogue the immediate enmity of most zin encountered thereafter (-10 on reaction rolls), who might decide they want a pair of sandals made from the rogue’s skin.

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


I feel like we looked up Leomund's lamentable belaborment before. GrayLinnorm, did you have that?

These strike me as something like bardic nagas, largely cause they're snakes, I guess. So these could be aberrations if we go the naga route, but otherwise I'd likely say magical beast.
 


Chaos was similar to confusion, so we could just use the latter.

Leomund's Lamentable Belaborment

Level: 5
Range 10 yds.
Components V
Casting Time 5
Duration Special
Area of Effect 10-ft. radius
Saving Throw Special

This devious spell distracts the subject creatures by drawing them into an absorbing discussion on topics of interest to them. A chain of responses occurs during the next 11 rounds, with additional saving throws as described later. These responses are conversation (rounds 1-3), possible confusion (rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by the creatures' Intelligences, as noted later. The subject creatures must be able to understand the language in which the spellcaster speaks.

Upon casting the spell, the wizard begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.

Intelligence Saving Throw Modifier
2 or less spell has no effect
3-7 -1
8-10 0
11-14 +1
15+ +2

The wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken.

If the caster maintains the spell for more than three rounds, each affected creature can role another saving throw vs. spell. Those failing to save wander off in confusion for d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk and roll saving throws for each round that the caster continues the spell, up through the sixth round, to avoid the confusion effect.

If the spell is maintained for more than six rounds, each subject must roll a successful saving throw vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for d4+1 rounds. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for d4 rounds unless attacked or otherwise disturbed.
 

We definitely used this before. I'll see if we can find it.

Everybody else ok with making them nagas?
 

Found it! It was the ash mephit (back in June 2007!), which we gave the following:

Ash Mephit CC entry said:
Harangue (Sp): An ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes once per day (this effect does not work on evil-aligned creatures, because they do not care about the mephit's troubles). The subjects must make a DC 13 Will save or become engrossed in conversation with the mephit and each other as if fascinated. On the 7th round, if the mephit is still speaking, each subject must make an additional DC 13 Will save or fall into a rage, attacking all the other conversationalists (except the mephit) for 4 rounds. This effect lasts for 2 rounds after the mephit stops speaking (a standard action each round) or for 10 rounds, whichever is less. This is a language-dependent, mind-affecting compulsion effect. The save DCs are Charisma based.

Should we essentially rewrite this as a spell since the zin bands have spells for all the others?

Also, anyone else think it would be better to call bands of zin "choirs" since they sing?
 


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