Dungeon Master's Guide
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RoPE oF<br />
ENTANGLEMENT<br />
by the rope can use an action to make a DC 15 Strength<br />
or Dexterity check (target's choice). On a success, the<br />
creature is no longer restrained by the rope.<br />
The rope has AC 20 and 20 hit points. It regains 1<br />
hit point every 5 minutes as long as it has at least 1 hit<br />
point. If the rope drops to 0 hit points, it is destroyed.<br />
SADDLE OF THE CAVALIER<br />
Wondrous item, uncommon<br />
While in this saddle on a mount, you can't be<br />
dismounted against your will if you're conscious, and<br />
attack rolls against the mount have disadvantage.<br />
S CARAB OF PROTECTION<br />
Wondrous item, legendary (requires attunement)<br />
If you hold this beetle-shaped medallion in your hand for<br />
1 round, an inscription appears on its surface revealing<br />
its magical nature. It provides two benefits while it is on<br />
your person:<br />
You have advantage on saving throws against spells.<br />
The scarab has 12 charges. If you fail a saving throw<br />
against a necromancy spell or a harmful effect<br />
originating from an undead creature, you can use<br />
your reaction to expend 1 charge and turn the failed<br />
save into a successful one. The scarab crumbles<br />
into powder and is destroyed when its last charge<br />
is expended.<br />
SCIMITAR OF SPEED<br />
Weapon (scimitar), very rare (requires attunement)<br />
You gain a +2 bonus to attack and damage rolls made<br />
with this magic weapon. In addition, you can make one<br />
attack with it as a bonus action on each of your turns.<br />
SCROLL OF PROTECTION<br />
Scroll, rare<br />
Each scroll of protection works against a specific type of<br />
creature chosen by the DM or determined randomly by<br />
rolling on the following table.<br />
dlOO Creature Type dlOO Creature Type<br />
01-10 Aberrations 41-50 Fey<br />
11-20 Beasts 51-75 Fiends<br />
21-30 Celestials 76-80 Plants<br />
31-40 Elementals 81-00 Undead<br />
Using an action to read the scroll encloses you in a<br />
invisible barrier that extends from you to form a 5-footradius,<br />
10-foot-high cylinder. For 5 minutes, this barrier<br />
prevents creatures of the specified type from entering or<br />
affecting anything within the cylinder.<br />
The cylinder moves with you and remains centered on<br />
you. However, if you move in such a way that a creature<br />
of the specified type would be inside the cylinder, the<br />
effect ends.<br />
A creature can attempt to overcome the barrier by<br />
using an action to make a DC 15 Charisma check.<br />
On a success, the creature ceases to be affected by<br />
the barrier.<br />
SENDING STONES<br />
Wondrous item, uncommon<br />
Sending stones come in pairs, with each smooth stone<br />
carved to match the other so the pairing is easily<br />
recognized. While you touch one stone, you can use an<br />
action to cast the sending spell from it. The target is the<br />
bearer of the other stone. If no creature bears the other<br />
stone, you know that fact as soon as you use the stone<br />
and don't cast the spell.<br />
Once sending is cast through the stones, they can't be<br />
used again until the next dawn. If one of the stones in a<br />
pair is destroyed, the other one becomes nonmagical.<br />
SENTINEL SHIELD<br />
Armor (shield), uncommon<br />
While holding this shield, you have advantage on<br />
initiative rolls and Wisdom (Perception) checks. The<br />
shield is emblazoned with a symbol of an eye.<br />
CHAPTER 7 I TREASURE<br />
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