Cerebral Collar

Wondrous item, rare (requires attunement)

This strange metal device combines a tight-fitting choker with a thin metal bar running up the wearer’s spine and over the top of their head. A series of screws running along the bar are drilled into the wearer’s head, permanently affixing this ghastly device. This procedure takes 1 minute and deals 3d6 piercing damage and afflicts the wearer with 1d2 levels of exhaustion, and the intended wearer must be willing, incapacitated, restrained, or unable to take actions. Removing a cerebral collar requires successful DC 15 Intelligence (Arcana), Dexterity (Sleight of Hand), and Wisdom (Medicine) checks made in consecutive rounds, and each failed check deals the same damage and exhaustion noted above.

If any check is failed, the entire process must be started again.

Designed by tyrannical regimes to telepathically control their personal slave warriors, a cerebral collar deadens the wearer’s ability to feel compassion, mercy, or empathy. The wearer becomes immune to the frightened condition and enchantments, and to any effects that give the charmed condition used by anyone other than the one who placed the collar.

However, the cerebral collar gives disadvantage on any saving throws against such effects used by the one who placed the collar and doubles their duration.

The collar gives the one who placed it advantage on Wisdom (Insight) and Charisma ability checks made against the wearer, and ignores any disadvantage imposed on such a roll. The wearer is unable to perceive the presence of the cerebral collar once it is implanted and cannot be compelled to remove it.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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