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
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