Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in Melee and either 0/+1 Damage with Melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Melee
Wearer gains +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
Wearer gains +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and -1 to AC
The wearer’s Melee attacks gain +2 To Hit. This power is always in effect–from the very beginning of the adventure all the way to the very end.
Once per game, if the wearer dies, they can continue to make Melee attacks (no other attack mode is permitted) until the end of that combat–not necessarily the end of the room. E.g., if a character dies and then maze gets cast on the monster,
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), but wearer may not equip any Figurine(s).
Items which increase the number of Figurine slots cannot bypass this crown’s restriction, neither can a high Charisma.
Adds +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons).
Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons).









