Ten Immovable Mithiral Cords rolled into a ball. Each cord has had the Immovable Object spell cast on them at 6th level to make the spell permanent. In the crafting of the spell the allowance was given that the caster, his team, and any enchantment, like Animate Objects, allows it to move them.
The goal is for the cords to be animated and then for each cord to either attack or grapple it's target.
Animated cords would have the Tiny Object stats:
Tiny
HP: 20
AC: 18
Attack: +8 to hit
1d4 + 4 damage
Str: 4
Dex: 18
Immovable Object Spell
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Note on Immovable Object Spell
The spell was cast on each manacle at 6th level making them permanent until dispelled and a DC of 32 to move and able to hold up to 20,000 pounds in weight. To break out of the manacles would now require a DC Athletics check of 32.
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