Page 175 - Dungeon Master's Guide
P. 175

11oLv AvENGER

                                                                          I MMOVABLE Roo















                                                                                          110RN  OF  VALHALLA














        Constitution saving throw. On a failed save, a creature   If you blow the horn without meeting its requirement,
        rakes 5d6 thunder damage and is deafened for 1 minute.   the summoned berserkers attack you. If you meet
        On a successful save, a creature takes half as much   the requirement, they are friendly to you and your
        damage and isn't deafened. Creatures and objects made   companions and follow your commands.
        of glass or crystal have disadvantage on the saving
        throw and take 10d6 thunder damage instead of 5d6.   HORSESHOES  OF A  ZEPHYR
         Each use of the horn's magic has a 20 percent chance   Wondrous item, very rare
        of causing the horn to explode. The explosion deals   These iron horseshoes come in a set of four. While all
        10d6 fire damage to the blower and destroys the horn.   four shoes are affixed to the hooves of a horse or similar
                                                          creature, they allow the creature to move normally
        H ORN OF VALHALLA
                                                          while floating 4 inches above the ground. This effect
        Wondrous item, rare (silver or brass), very rare (bronze),   means the cre.ature can cross or stand above nonsolid
        or legendary (iron)                               or unstable surfaces, such as water or lava. The
        You can use an action to blow this horn. In response,   creature leaves no tracks and ignores difficult terrain. In
        warrior spirits from the plane ofYsgard appear within   addition, the creature can move at normal speed for up
        60 feet of you. These spirits use the berserker statistics   to 12 hours a day without suffering exhaustion from a
        'rom the Monster Manual. They return to Ysgard after 1   forced march.
        hour or when they drop to 0 hit points. Once you use the
        horn, it can't be used again until 7 days have passed.   HORSESHOES  OF SPEED
         Four types of horn of Valhalla are known to exist, each   Wondrous item, rare
        made of a different metal. The horn's type determines   These iron horseshoes come in a set of four. While all
        how many berserkers answer its summons, as well as   four shoes are affixed to the hooves of a horse or similar
        £he requirement for its use. The DM chooses the horn's   creature, they increase the creature's walking speed
        rype or determines it randomly.                   by 30 feet.

                          Berserkers                      IMMOVABLE Ron
          dl OO   Horn Type   Summoned   Requirement      Rod, uncommon
         01-40    Silver   2d4 + 2   None
                                                          This flat iron rod has a button on one end. You can use
         41-75    Brass    3d4 + 3   Proficiency with all   an action to press the button, which causes the rod to
                                    simple weapons        become magically fixed in place. Until you or another
         76-90   Bronze    4d4 + 4   Proficiency with all   creature uses an action to push the button again, the
                                    medium armor          rod doesn't move, even if it is defying gravity. The rod
         91-00    Iron     5d4 + 5   Proficiency with all   can hold up to 8,000 pounds of weight. More weight
                                    martial  weapons      causes the rod to deactivate and fall. A creature can use
                                                          an action to make a DC 30 Strength check, moving the
                                                          fixed rod up to 10 feet on a success.


                                                                                     CHAPTER 7  I TREASURE
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