Alluring Helm
Wondrous item, uncommon (requires attunement)
This odd helmet draws inspiration from the deep-sea anglerfish which catches prey by dangling the lure protruding from its head. This helm has 3 charges, and the lure glows briefly when you expend a charge—not brightly enough to shed dim light but enough to show your general location in darkness for half a second. While wearing the helm, you can use an action to expend 1 of its charges and target a creature you can see within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or for the next 1 minute, perceive you as something desirable that they wish to possess or eat. During this time, they favor moving toward you until they are in melee range and then either grappling or attacking you, though they may take other actions for compelling reasons, such as to respond to an attacker. They can’t choose to move farther away from you.
The helm regains 1 expended charge daily at dawn. If you expend the helm’s last charge, roll a d20. On a 1, the helm transforms into a helm-shaped mimic which immediately attacks you.
Alluring Helm
Item 5
Invested, Magical, Visual
Price 140 gp
Usage worn headwear; Bulk L
This odd helmet draws inspiration from the deep-sea anglerfish which catches prey by dangling the lure protruding from its head. While worn, it grants a +1 item bonus to Fishing Lore checks.
Activate [two-actions] (concentrate) Frequency once per hour; Effects The helmet causes creatures to see you as something desirable to them, drawing them in. You focus on a creature within 30 feet. The target must attempt a DC 19 Will save.
- Success The target is unaffected.
- Failure The target is fascinated by you for 1 round. On your turn, you can use an action to make the target attempt another DC 19 Will save and extend the duration of the target’s fascination by another round on a failure.
- Critical Failure On its turn, the target must use all its actions to approach you. It can’t Delay or take any reactions until it has reached a space that’s adjacent to you. If the target is not adjacent to you at the end of its turn, it must attempt the Will save again and a failure counts as a critical failure.
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