Page 199 - Dungeon Master's Guide
P. 199

RoPE  oF
           ENTANGLEMENT

























        by the rope can use an action to make a DC 15 Strength
                                                            dlOO   Creature Type    dlOO   Creature Type
        or Dexterity check (target's choice). On a success, the
                                                            01-10   Aberrations    41-50   Fey
        creature is no longer restrained by the rope.
                                                            11-20   Beasts         51-75   Fiends
          The rope has AC 20 and 20 hit points. It regains 1
        hit point every 5 minutes as long as it has at least 1 hit   21-30   Celestials   76-80   Plants
        point. If the rope drops to 0 hit points, it is destroyed.   31-40   Elementals   81-00   Undead
        SADDLE OF THE  CAVALIER                             Using an action to read the scroll encloses you in a
         Wondrous item, uncommon                          invisible barrier that extends from you to form a 5-foot-
        While in this saddle on a mount, you can't be     radius, 10-foot-high cylinder. For 5 minutes, this barrier
        dismounted against your will if you're conscious, and   prevents creatures of the specified type from entering or
        attack rolls against the mount have disadvantage.   affecting anything within the cylinder.
                                                            The cylinder moves with you and remains centered on
        S CARAB  OF PROTECTION                            you. However, if you move in such a way that a creature
        Wondrous item, legendary (requires attunement)    of the specified type would be inside the cylinder, the
                                                          effect ends.
        If you hold this beetle-shaped medallion in your hand for
                                                            A creature can attempt to overcome the barrier by
        1 round, an inscription appears on its surface revealing
                                                          using an action to make a DC 15 Charisma check.
        its magical nature. It provides two benefits while it is on
        your person:                                      On a success, the creature ceases to be affected by
                                                          the barrier.
          You have advantage on saving throws against spells.
          The scarab has 12 charges. If you fail a saving throw   SENDING STONES
          against a necromancy spell or a harmful effect   Wondrous item, uncommon
          originating from an undead creature, you can use
                                                          Sending stones come in pairs, with each smooth stone
          your reaction to expend 1 charge and turn the failed
                                                          carved to match the other so the pairing is easily
          save into a successful one. The scarab crumbles
                                                          recognized. While you touch one stone, you can use an
          into powder and is destroyed when its last charge
                                                          action to cast the sending spell from it. The target is the
          is expended.
                                                          bearer of the other stone. If no creature bears the other
                                                          stone, you know that fact as soon as you use the stone
        SCIMITAR OF SPEED
                                                          and don't cast the spell.
        Weapon (scimitar), very rare (requires attunement)
                                                            Once sending is cast through the stones, they can't be
        You gain a +2 bonus to attack and damage rolls made   used again until the next dawn. If one of the stones in a
        with this magic weapon. In addition, you can make one   pair is destroyed, the other one becomes nonmagical.
        attack with it as a bonus action on each of your turns.
                                                          SENTINEL SHIELD
        SCROLL OF PROTECTION                              Armor (shield), uncommon
        Scroll, rare
                                                          While holding this shield, you have advantage on
        Each scroll of protection works against a specific type of   initiative rolls and Wisdom (Perception) checks. The
        creature chosen by the DM or determined randomly by   shield is emblazoned with a symbol of an eye.
        rolling on the following table.



                                                                                     CHAPTER  7  I TREASURE
                                                                                                             199
   194   195   196   197   198   199   200   201   202   203   204