Friday, September 4, 2009

Monster: Cintamani

Armour Class: 2
Hit Dice: 1*
Move: fly 180' (60')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1 (1-4)
Save As: C1
Morale: 10
Treasure Type: L
Alignment: Lawful
XP Value: 15

Strange creatures, considered manifest spirits by some, cintamani are skull-sized pearlescent spheres wreathed in milky white coils of flame. Inscrutable and and yet oddly benevolent, cintamani offer blessings of a sort to those who cause them no harm -- and are just as likely to curse those who turn against them.

If pressed into combat, a cintamani lashes out with its fires in two attacks that inflict 1-4 hit points of damage each. Attacking a cintamani is much more likely to provoke its wisdom curse: failing a save vs. spells means that for the next twelve hours, the victim is at -2 to all saving throws (-4 against poisons), takes double damage from fire, and may only heal back half of all damage taken.

Cintamani which are not attacked -- or, better, are treated with manners and deference -- may instead grant one of the following graces: 1-6 hit points of healing, to be triggered at will; protection from fire; +3 to saves vs. poison; or +2 to other saving throws. All such benefits have a duration of six hours; in the case of healing, the benefit must be used within six hours or lost.

Cintamani are immune to any elemental attacks, magical or nonmagical.


Eliyes said...

Especially useful for springing on characters who never learned their Ps & Qs, because who needs manners in a dungeon?

taichara said...


Indeed; not even mentioning the quick lesson in jumping to conclusions ...