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A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated.Ī creature within the area of an antimagic field or in any other location where magic doesn't function can't send or receive telepathic messages. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.Ī telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. DESCRIPTION This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders. Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak. Telepathy in the Basic Rules specifically states: Only by killing the helm’s owner can this artifact be destroyed.Monstrous Compendium Vol 3: Minecraft Creatures The helm is forever tied to its wearer, even unto death. Although not an ST item in its own right, this item is classed as Oryxmas Gear, and, if worn in conjuntion with Ornaments of Unity. Similarly, up to three times per day as a swift action, the wearer can say “insufficient” in Azlanti, which targets a creature within 300 feet with greater dispel magic. A finely sculpted helm worn by commanders of the northern realms, its enormous display of regal antlers make their authorative presense known in the chaos of war. Once per day as a swift action, the wearer of the helm of governance can utter the Azlanti word for “stop,” which causes a time stop effect. This light causes pain and 1d6 points of damage per round to all such. Until all of its jewels are depleted, a helm of brilliance also has the following magical properties when activated: It emanates a bluish light when undead are within 30 feet. The helm also interfaces with illusory effects, allowing the wearer to see and hear through certain illusions as though those illusions acted as scrying sensors. The helm may be used once per round, but each gem can perform its spell-like power just once. The helm provides complete protection from all gaze attacks and all forms of mental control. The wearer can cast disguise self at will and benefits from discern lies and true seeing at all times.
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Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). The wearer can use detect thoughts at will. This helm masks the wearer’s face and functions as a helm of telepathy combined with an amulet of proof against detection and location. DESCRIPTION This pale metal or ivory helm covers much of the head when worn. I always hand-pick every item I give the players: whether it's fun common crap like the Cloak of Billowing or specifically suitable items like Bracers of Archery for the Arcane Archer. The helm of governance is a specialized magical helm of telepathy improving upon the standard helm by incorporating additional unique spell-like abilities available to the wearer upon command. Yeah, the DMG (page 135) specifically suggests you don't give out very rare items (such as Helm of Brilliance) until level 11.
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