Page 175 - Dungeon Master's Guide
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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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