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                        Returning 35 results for '12 have of helm'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.
Mercanes conduct most of their
                                                
                                            
                                                
                                                    , for procuring and selling magic items, including artifacts and spelljamming helm;spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     18). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple up to six creatures
                                                
                                            
                                                
                                                     living brain functions like a spelljamming helm, allowing the spider to travel through Wildspace without a ship. It often haunts asteroid belts, lurking among normal asteroids until a spelljamming ship
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a DC 12
                                                
                                            
                                                
                                                     must make a DC 12 Wisdom saving throw. On a failed save, the target perceives everything it sees or hears as hilariously funny and is incapacitated for 1 minute. The target can repeat the saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Customizable Storage. A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before
                                                
                                            
                                                
                                                     is delicious. But did the spigot really have to be placed in that spot?
A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage
                                                
                                            
                                                
                                                     depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon’s hoard are one or more spelljamming helm;spelljamming helms (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     another spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh
                                                
                                            
                                                
                                                     300 ft. (blind beyond this radius), passive Perception 10
 Languages —
 Challenge 12 (8,400 XP) Proficiency Bonus +4
 Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    Vampirate Mage A ship of vampirates needs a spellcaster to operate the spelljamming helm. A vampirate mage rarely, if ever, leaves the helm. Vampirate Mage
 Medium Undead, Typically Lawful Evil
                                                
                                            
                                                
                                                    
 Armor Class 14 (natural armor)
 Hit Points 68 (8d8 + 32)
 Speed 30 ft.
   STR
  12 (+1) 
  DEX
  14 (+2) 
  CON
  18 (+4) 
  INT
  13 (+1) 
  WIS
  14 (+2) 
  CHA
  15 (+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    .  Magic Items   1d20 Item   1 Boots of Elvenkind 2 Cloak of Billowing 3 Cloak of Elvenkind 4 Clockwork Amulet 5 Clothes of Mending 6 Dread Helm 7 Eyes of the Eagle 8  +1 Mace 9  +1 Plate Armor 10 Pole
                                                
                                            
                                                
                                                     of Collapsing 11 Potion of Fire Breath 12–13 Potion of Healing (Greater)* 14 Potion of Invisibility 15–16 Potion of Resistance (Necrotic)* 17  +1 Shortbow 18  +1 Shortsword 19 Slippers of Spider Climbing 20 Spell Scroll of Fireball  The following magic items are presented in alphabetical order.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the helm is destroyed, the galley can’t turn.
 Movement: Oars
 Armor Class 12
 Hit Points 100; -5 ft. speed per 25 damage taken
 Speed (water) 30 ft. (requires at least 40 crew)
 Movement: Sails
                                                
                                            
                                                
                                                     sails.
 Hull
 Armor Class 15
 Hit Points 100 (damage threshold 10)
 Control: Helm
 Armor Class 12
 Hit Points 50
 Move up to the speed of one of the ship’s movement components, with one 90
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Class 20 (19 while motionless)
 Hit Points 150 (damage threshold 10, mishap threshold 20)
 Speed 100 ft.
   STR
 20 (+5)
 
  DEX
 12 (+1)
 
  CON
 20 (+5)
 
  INT
 0
 
  WIS
 0
                                                
                                            
                                                
                                                     can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Accoutrements table to determine it.  Blackguard Accoutrements   d8 Accoutrement   1 Armor etched with stylized depictions of gruesome battles 2 Helm wrought in the shape of a demonic boar 3 Helm wrought to
                                                
                                            
                                                
                                                     +5
 Skills Athletics +7, Deception +5, Intimidation +5
 Senses passive Perception 12
 Languages any one language (usually Common)
 Challenge 8 (3,900 XP) Proficiency Bonus +3
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     spelljamming helm. It can discharge this magic from time to time as a defensive measure. If the crew of a ship becomes aware of leeches that have become attached, it’s customary for them to try to scrape
                                                
                                            
                                                
                                                    , who is weakened and incapacitated by the shock. Jammer Leech
 Tiny Plant, Unaligned
 Armor Class 12 (natural armor)
 Hit Points 27 (5d4 + 15)
 Speed 10 ft.
   STR
  11 (+0) 
  DEX
  1 (−5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     against Detection and Location 02 Baba Yaga’s Dancing Broom 03–05 Bag of Holding 06–07 Bag of Tricks 08 Brooch of Shielding 09 Broom of Flying 10 Cap of Water Breathing 11 Circlet of Blasting 12–13
                                                
                                            
                                                
                                                     Eye 33 Hat of Disguise 34 Headband of Intellect 35 Helm of Comprehending Languages 36 Helm of Telepathy 37 Immovable Rod 38 Lantern of Revealing 39 Medallion of Thoughts 40 Mithral Armor 41–42
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     envelope, as well as multiple spinnerets with which it can create web strands. Its living brain functions like a spelljamming helm, allowing the spider to travel through Wildspace without a ship. It
                                                
                                            
                                                
                                                    . (hover)
 
   STR
  26 (+8) 
 
  DEX
  10 (+0) 
 
  CON
  18 (+4) 
 
  INT
  17 (+3) 
 
  WIS
  13 (+1) 
 
  CHA
  12 (+1)
Saving Throws Con +9, Wis +6
 Skills Perception +11, Stealth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     chairs. The stained-glass windows have all been smashed, though one remains mostly intact where it’s fallen whole to the floor. It depicts a representation of the god Torm placing a golden helm on
                                                
                                            
                                                
                                                     trodden on, but the scene it shows is still recognizable. A successful DC 10 Intelligence (History or Religion) check allows a character to recognize the scene as showing Torm presenting the Helm of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     bottom.
  The Helm To enable them to traverse the skies and travel between planes, each githyanki ship is powered by a helm, a magical device in the form of a throne-like chair that converts psychic
                                                
                                            
                                                
                                                     energy into motive force. A gish, a githyanki who excels as both a warrior and a spellcaster, most commonly occupies the helm. A gish uses its combination of abilities to pilot the ship and also take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Blades A corroded steel helm rests atop a pile of rusty swords in the middle of the room. When another creature enters the room, the pile of swords gathers into a vaguely humanoid form with the helm
                                                
                                            
                                                
                                                     rectangular opening, 12 inches long by 6 inches wide, that forms the mouth of a stone chute leading up.
 Every few hours, a brick of rotting meat slides down the chute from a hidden chamber above. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form of giff shock troopers. Giff Warlord
 Medium Humanoid, Any
                                                
                                            
                                                
                                                    ) 
  CHA
  18 (+4)
Saving Throws Str +10, Dex +6, Con +8, Wis +6
 Skills Athletics +10, Insight +6, Intimidation +12
 Senses passive Perception 12
 Languages Common
 Challenge 10 (5,900 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     speed of the ship’s propeller, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.
 Control: Balloon
 Armor Class 12
 Hit Points 75
 If its balloon is destroyed, a battle
                                                
                                            
                                                
                                                     can fire its green flame arbalester.
 Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature’s space, that creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     cartilage of a dead kindori do not deteriorate after parasites devour the creature’s flesh. A kindori skeleton can be transformed into a spelljamming ship by placing a spelljamming helm inside it. Kindori
                                                
                                            
                                                
                                                    )
Senses darkvision 120 ft., passive Perception 12
 Languages —
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Unusual Nature. The kindori doesn’t require food, drink, or air.
 Actions
 Tail. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     with lit black candles and melted wax cover the walls at even intervals. Simple doors lead to the north and east.
 A cleric of Nuitari or a character who succeeds on a DC 12 Intelligence (Religion
                                                
                                            
                                                
                                                     are doomed to failure, as the flying citadel helm in area S25 can be used only by a spellcaster. (Later, when Caradoc realizes he can’t attune to it, he goes into a rage and attacks the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     components and using Intelligence as the spellcasting ability (spell save DC 12):
 At will: mage hand, minor illusion
 1/day each: magic missile, unseen servant
 Features of the Moondancer  Space Galleon
                                                
                                            
                                                
                                                     bracelets (25 gp each), nine pearls (100 gp each) in a velvet pouch, and a spell scroll of air bubble (see the Astral Adventurer’s Guide). Area 5: Spelljamming Helm. The ship’s spelljamming helm looks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Capacity 100 lb.
 Armor Class 23 (19 while motionless)
 Hit Points 30 (damage threshold 5, mishap threshold 10)
 Speed 120 ft.
   STR
 14 (+2)
 
  DEX
 18 (+4)
 
  CON
 12 (+1)
 
  INT
 0
                                                
                                            
                                                
                                                     check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
 Action Stations
 Helm (Requires 1 Crew and Grants Half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , 12 feet in diameter, with a conical thatched roof that rises 18 feet from the floor at its apex. Prisoners of the Soggy Court are held here while they await trial by combat in area D9. Characters
                                                
                                            
                                                
                                                     walls with a successful DC 17 Strength (Athletics) check. A cell door’s lock can be picked in 1 minute with a successful DC 12 Dexterity check, provided the character making the check has thieves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Armaments Tables  Armaments—Common   1d100 Item   01–10 Armor of Gleaming 11–20 Cast-Off Armor 21–30 Dread Helm 31–40 Moon-Touched Sword 41–50 Shield of Expression 51–60 Silvered Weapon 61–70
                                                
                                            
                                                
                                                     Rod 93–94 Vicious Weapon 95–97 Weapon, +2 98–00 Wraps of Unarmed Power, +2   Armaments—Very Rare   1d100 Item   01–03 Ammunition, +3 04–06 Ammunition of Slaying 07–09 Animated Shield 10–12 Armor, +2 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     strings 8 A bloodstained map 9 An iron gauntlet that is hot to the touch 10 A gold coin stamped with a worn, hawk-wing helm crest 11 A troll finger, still wriggling 12 A silver coin that makes no noise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     will take the party about 12 hours to travel from Saltmarsh to the ford over the Dunwater River (marked B on the map). This time does not account for resting but does allow for slow movement at times
                                                
                                            
                                                
                                                     of 325 pp and a helm of underwater action (see appendix B) in which the loose coins are contained. It can be easily discovered nearby after all the bullywugs are dealt with.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
                                                
                                            
                                                
                                                     52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Order of the Gauntlet The Order of the Gauntlet looks for members who seek to fight evil in all its forms. Adventurers who worship Helm, Torm, or Tyr are especially sought after. Savra Belabranta If
                                                
                                            
                                                
                                                     Field Ward and, as a fight threatens to break out, make three successful DC 12 Charisma (Intimidation) checks before failing three checks, or else defeat four thugs (preferably without killing them) to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     bozak draconian (see appendix B) named Orm, serve Lohezet and have been assigned to guard this level of the tower. Orm demands visitors state their business. A character must succeed on a DC 12
                                                
                                            
                                                
                                                     north and east.
 The consoles once performed a magical function, but Dragon Army soldiers accidentally destroyed them. The consoles now buzz with misfiring magic. A character who succeeds on a DC 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     ovens. The dining room is mainly used for drinking, with “the Helm” (the tavern across the road) currently providing the best meals in town travelers can easily buy. While the Helm at Highsun is the
                                                
                                            
                                                
                                                     commoner), a maid, secretly reports to Justran Daehl at the Helm for the Cult of the Crushing Wave. The one-eyed stablemaster Iraun Thelder (male Tethyrian human guard), a onetime mercenary warrior, is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Its skull is hidden inside a rusty bucket helm. The middle sarcophagus is empty, but a body-shaped impression in the dust suggests that someone rested here recently. (Elvilac, the dead drow in area
                                                
                                            
                                                
                                                     teleport traps on this level using the wheel in area 12, but knows nothing of the living unseen servant that Halaster recently put there. Each sarcophagus sits atop a 1-foot-tall stone bier and is 7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     face, which is 12 feet tall and 10 feet wide, represents the sea goddess Umberlee. It radiates an aura of transmutation magic under the scrutiny of a detect magic spell or similar effect. When a
                                                
                                            
                                                
                                                     flasks of alchemist’s fire Chest 5 (rotted) A suit of scale mail (50 gp) and a steel helm with an electrum fish mounted atop it (50 gp) Chest 6 (stained with blood) A diplomat’s pack (see the “Equipment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     side view of these areas.  Diagram 5.2: Revolving Room Trap 38A. Control Room This room is dark and dusty. A hulking figure wearing a bucket helm stands to the west, with one hand on an iron lever set
                                                
                                            
                                                
                                                     condition must succeed on a DC 15 Constitution saving throw or fall unconscious. An unconscious creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. 7–12
                                                
                                            
                                        





