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Animated Chains

Wherever animated chains are left, they are arranged in numbers to protect the places they keep. Sometimes, they hang from one end, such as from a ceiling, and sometimes, to the contrary, they may lurk at the bottom of a well. They fall down or spring out, either to hang adventurers, to drag them into the depths of a hole or gap, or even to try and impale them on stakes affixed to the walls. These artificial creatures are designed to work in groups.

Large construct, unaligned   Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft.   STR 15 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 1 (–5)
WIS 5 (–3)
CHA 1 (–5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 1/2 (100 XP)
Antimagic Susceptibility. The animated chain is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the book must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the chain remains motionless, it is indistinguishable from a normal chain.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the chain can’t constrict another target.

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