Enchanted Chain (5e Creature)

Enchanted Chain

Small construct, unaligned


Armor Class 16 (natural armor)
Hit Points 21 (6d6)
Speed 0 ft., fly 50 ft. (hover)


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

Saving Throws Dex +5
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 2 (450 XP)


Antimagic Susceptibility. The chain is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the chain must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer. While it is wrapped around a creature, the chain takes only half the damage dealt to it, and the wrapped creature takes the other half.

False Appearance. While the chain remains motionless and isn't flying, it is indistinguishable from a normal chain.

ACTIONS

Chain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the chain wraps around the target. While wrapped around the target, the chain can attack no other creature except the target but has advantage on its attack rolls. The chain's speed also becomes 0, it can't benefit from any bonus to speed, and it moves with the target.
A creature can remove the chain by making a successful DC 13 Strength check as an action. On its turn, the chain can remove itself from the target by using 5 feet of movement.


An enchanted chain can typically be found guarding prisons, shipyards or warehouses. They might be embellished with manacles or spikes. Some are programmed to crush their victims until dead. Others squeeze until the prisoner passes out, restraining them until the chain's owner attends the scene.


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