Antimagic Susceptibility. The iron maiden is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the iron maiden must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the iron maiden remains motionless, it is indistinguishable from a normal iron maiden.
Multiattack. The iron maiden makes one attack with its chains and attempts to Entomb a creature it is grappling.
Chains. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13) and pulled 10 feet towards the iron maiden. The iron maiden can grapple one creature at a time.
Entomb. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the iron maiden. Hit: 17 (4d6 + 3) piercing damage, the grapple ends, and the target enters the iron maiden's space. The entombed creature is blinded, restrained, and has total cover against attacks and other effects outside the iron maiden. An entombed creature takes 14 (4d6) piercing damage at the start of each of the iron maiden's turns. Only one creature can be entombed at a time. An entombed creature or an ally within 5 feet of it can use its action to attempt a DC 13 Strength check. On a success, the entombed creature is freed and safely ejected to an unoccupied space within 5 feet of the iron maiden.
Description
Iron maidens are cruel implements of torture designed to strike fear in the hearts of prisoners. Their interiors are a haphazard landscape of spikes designed to pierce the body in nonlethal locations so as to slowly bleed out anyone trapped inside. Therefore, only the most sadistic of mages and torturers would seek to give one autonomy. While slow, an animated iron maiden is outfitted with chains that lash out, capture, and reel in creatures from afar and condemns them to a slow, painful death.
Previous Versions
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8/18/2020 4:12:57 PM
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Coming Soon
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