Friday, September 4, 2009

Monster: Cintamani

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.

2 comments:

Eliyes said...

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

taichara said...

@Eliyes:

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