Yellow Belts of Choison
The Yellow Belts of Choison are belts of command.
When picked up they immediately coil around their bearer like snakes. The belts can be worn on a limb or around the head as a turban. They fit snugly but do not constrict, and they can be uncoiled easily but they won’t fall off by accident. They also have some limited telepathic power: when you put one on you know what it does without asking.
There are two distinct kinds – they look identical but have different powers.
The first allows the wearer to command one creature of no more than half their current hit dice/level. The command is a form of domination – the creature isn’t charmed as in Charm Monster, it doesn’t consider you its friend, but it is forced to act as though it were. Creatures thus controlled chafe under the wearer’s domination – so they’re likely to react negatively to the wearer as soon as they get their autonomy back. The effect, while the control holds, works much like Charm Monster in its restrictions: the monster cannot be commanded to commit suicide etc. Whether a creature can be commanded to attack its mates is up to the individual DM – that might break the control just as it might break charm. The creature gets a save vs spells at the moment the command is initiated, with the difference between levels/hit dice as a penalty on the roll.
The second allows the wearer to command one creature, but that creature must have a higher level/number of hit dice than the wearer. The wearer must concentrate and can take no other actions while commanding the creature. Initiating the command requires the wearer to win a contested roll, pitching the best of their Int, Wis or Cha against the creature’s Wis, or in the case of creatures without Wis, against a target of 11 on D20. This roll is modified by the wearer’s Int, Wis or Cha bonus, and the difference in level/hit dice between wearer and target, which is always applied as a penalty. Commanding a creature is fatiguing: every turn (or round if in combat) the wearer must save vs Wis or lose concentration, in which case the command is broken (other methods of breaking concentration also apply).
Both belts require an intelligent sacrifice to bond them to the wearer and make their powers usable.
Both belts can also be used to divert one creature away from the wearer and toward someone else, with no saving throw: that creature will not notice the wearer as long as they take no positive action against it (like trying to hit or command it) – instead the creature will do whatever it was thinking of doing with the target the wearer designates. When it’s finished doing that, though, it might notice the wearer again. Using this power of the belts unbonds them, so that another sacrifice must be performed to make them usable again.
…alas, the powers to walk through fire, fly through smoke and melt people like butter died with Chixi’lu. His den must be out there somewhere, though. And his spell books.