Is the telepathy rule in the Monster Manual only applicable to monster telepathy abilities?

In the Monster Manual, in the chapter “Monster Statistics” it says:

Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. (MM p.9)

Are these rules intended only to apply to monster telepathic abilities?

Specifically, when it says

A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

Does it mean that characters can respond to “a monster’s telepathic messages” or “telepathic messages from any source”?

Several Jeremy Crawford rulings seem to imply that the intent is for this to apply only to monster telepathy (see here and here for example). However, I’ve seen this cited in arguments that have nothing to do with monster telepathy as well (see this answer). So I just want a clear answer as to what case this section of the rules applies to.

Where to find the rules for Abilities for Alola and Galar Pokémon?

Though the main Dex for 1.05 does not include the Alolan and Galar Dex, I have found files for these that are- As far as I am aware, official. However, some Pokémon included in these have abilities that are unique to them and are thus not described in the 1.05 core rulebook. For now, I am (wherever possible) assuming that these are identical to the abilities in the main game with the same name. However, I would like to know the official PTU rulings of these abilities. Where could I find these?

Abilities of my ISP to stop me from browsing

I visited a football site yesterday to stream a match online, and since then my connection is unstable. Like, I get connected at times and loses at times. I was over at my friends’ and did the same and the network in his house was also weak while trying to visit that website, although I was able to visit the site using cellular data, later.

Can my ISP can do such a thing?

Does holding class abilities require concentration?

This question is about any class abilities, but the specific case that came up for me was the following: a Grave domain cleric chose to ready Path to the Grave to use before another players turn. They took some damage while they were readying and so we ruled that they need to make a concentration saving throw. Was this correct to do?

Is there a minimum intelligence score needed to make use of non-natural abilities?

In a recent session a character who was under the influence of a Potion of Flying was turned into an ant by a hostile spellcaster. The DM rules that even though the potion’s effect persisted and gave the ant a 60ft fly speed, the character could not use the fly speed because "an ant doesn’t know how to fly and isn’t intelligent enough to find out." He later clarified that the ant was specifically a worker ant and as such doesn’t naturally fly in its life cycle.

I find this to be unconvincing. While polymorph states that "The creature is limited in the actions it can perform by the nature of its new form", the Fly spell or Potion of Flying isn’t dependent on the natural form of the creature it targets to begin with. Ants are able to move of their own will and nothing in the spell description states that creatures need to learn how to use the fly speed they gain (after all, humans also cannot fly by nature).

I also find it problematic to assume that polymorph can render a character unable to use their buffs, even though it nowhere states that it interferes with other magical effects. I phrased the question in a nonspecific way, because this would just as much go for a potion that, say, allows the character to breathe fire or breathe underwater. The effect doesn’t specify that the character needs any kind of special training or skill to use it, it does not involve spellcasting but describes a relatively straightforward physical action like breathing or moving.

Nonetheless, I also can see the point that certain actions or decisions could be expected to require a certain value of intelligence or wisdom to perform or conceive of. Is there any guidance on the rules as to how a character whose intelligence is reduced below human levels or whose form is changed to one with low intelligence can still act and which abilities beyond the natural and instinctive they can use? Is there anything about whether effects that give the character a new ability automatically imbue them with the knowledge of how to use them and whether this requires a minimum mental ability score to work?

What are the “unique magic abilities” that draconians get instead of a breath weapon?

I like dragonborn, but I don’t really like the breath weapon that much. You can’t use it very often, and it doesn’t seem to scale very well at all, so it’s hard to imagine it having much relevance to a character after the first few levels. (And since I’m looking to play a warlock, eldritch blast says “why bother?”)

But I note a sidebar on page 34 of Player’s Handbook (or this section of the basic rules) about the draconians of Dragonlance, and it includes this tempting note:

In place of their draconic breath weapons, [draconians] have unique magical abilities.

What are those abilities? Where are they detailed? Certainly doesn’t seem to be in Player’s Handbook.

How to best represent Rapunzel’s abilities from Tangled in D&D?

I’m looking to make a character based on Rapunzel from the movie, Tangled. I’m not sure which direction to do to represent all her abilities: skills? Supernatural abilities? Spells? Some are pretty straightforward – cooking, housecleaning, tumbling, climbing, painting… but what about her animal companion, or her hair?

How to best represent Rapunzel’s abilities from Tangled in D&D in the simplest and non-raise-my-DM’s-reject-reflex method? Ideally in 6 levels or less, if possible.

Are there any monsters with hypnosis-like abilities and what type of saving throw do they force?

I am wondering if any monsters have a hypnosis-like spell or feature, and if so what is the ability used in the saving throw?

What I mean about "hypnosis" is that it falls short of complete mind control. I.E. they person conducting the hypnosis can control the person except they cannot make them kill themselves, and every time they are damaged the can repeat the saving throw ending the hypnosis on a success and cannot he hypnotized by the same person within 24hrs.