224
The helm has 3 charges. As an action, you can expend
1 charge to cast dominate monster (save DC 21), which
affects devils only. (The spell fails and the charge is
wasted if you target any creature that's not a devil.) If a
devil can see you when you cast this spell on it, the devil
knows you tried to charm it. The helm regains alJ its
charges 24 hours after its last charge is expended.
Jf you are not a devil, using the helm's dominate mon-
ster property in the Nine Hells has a^20 percent chance
of attracting a narzugon (see page 238), which arrives
on the back of a nightmare mount in ld4 hours. The
narzugoo tries to recover th e helm, killing you if neces-
sary to obtain it. If it gets the helm, the narzugon tries to
deliver it to its infernal master.
INFERNAL P UZZLE Box
Wondrous item, uncommon
An infernal puzzle box is a cube-shaped container 5 to
6 inches on a s ide, composed of airtight, interlocking
parts made from materials found in the Nine Hells. Most
of these boxes are made of infernal iron, though some
are carved from bone or horn. Infernal puzzle boxes are
used to safeguard diabolical contracts signed between
devils and mortals, even after the terms of these con-
tracts are fulfilled. An empty infernal puzzle box weighs
3 pounds regardless of the materials used to fashion it.
When an object small enough to fit inside an infernal
puzzle box is placed in it, the container magically seals
shut around the object, and no magic can force the box
open. The sealed box becomes immune to all damage
as well. Every infernal puzzle box is constructed with
a unique means of opening it. The trick to solving the
puzzle is always mundane, never magical. Once a crea-
ture figures out the trick or sequence of steps needed
to open a partkular infernal puzzle box, that creature
can open the box as an action, allowing access to the
box's contents.
A creature that spends 1 hour holding an infernal
puzzle box while trying to open it can make a DC^30
Intelligence (Investigation) check. If the check succeeds,
the creature figures out the trick or sequence of steps
needed to open the box. If the check fails by 5 or more,
the creature must make a DC^18 Wisdom saving throw,
taking 42 (12d6) psychic damage on a failed save, or
half as much damage on a s uccessful one.
INFER NAL TACK
Wondrous item, legendary (requires attunement by a
creature of evil alignment)
A narzugon devil binds a nightmare (described in the
Monster Manual) to its service with infernal tack, which
consists of a bridle, bit, reins, saddle, stirrups, and
spurs. A nightmare equ.ipped with infernal tack must
serve whoever wears the spurs until the wearer dies or
the tack is removed.
You can use an action to call the nightmare equipped
with infernal tack by clashing the spurs together or
scraping them through blood. The nightmare appears at
the start of your next turn, within 20 feet of you. It acts
as your ally and takes its turn on your initiative count.
[t remains for 1 day, until you or it dies, or until you
dismiss it as an action. If the nightmare dies, it reforms
APPENDIX C I MAGIC ITEMS
MllTllLOTOK, Tl<E
FROST FllTl<ER
in the Nine Hells within 24 hours, after which you can
s ummon it again.
The tack doesn't conjure a nightmare from thin air;
one must first be subdued so the tack can be placed on
it. No nightmare accepts this forced servitude willingly,
but some eventually form strong loyalties to their mas-
ters and become partners in evil.
MATALOTOK