When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity + Survival Bonus saving throw or take 4d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check + Survival Bonus, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature.
When grappled by this trap, the creature is considered "Trapped" and all ranged attacks are made with advantage.
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