Crown of Control

When placed on a creature's head, you force it to carry out some service or refrain from some action or course of activity.

If the creature can understand you, it must succeed on a DC 18 Wisdom saving throw. If the creature fails, they are compelled to carry out the next action directed to them so long as they wear the crown. While wearing the crown, the creature takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the crown's magic.

If the creature tries to remove the crown themselves, they must make a DC 18 Constitution saving throw. If they fail, they are unable to remove the crown and are unable to try again until the next day. If someone other than the creature tries to remove the crown while the creature is conscious, the creature makes a DC 18 Wisdom saving throw. If the creature fails, the person trying to remove the crown must make a strength (Athletics) contest vs the creature to successfully remove the crown.

If the crown is removed, the creature takes 4d8 piercing damage.

The crown was found on Yuck, the gnoll captain. It was recovered from his body after he was slain by the party and placed on Brother Isbeth to interrogate him. Afterwards, Sanglant brought it to the Faerealm where Dust Devil helped him destroy it.

  • items/crown_of_control.txt
  • Last modified: 2024/05/01 01:21
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