Antimagic Susceptibility. The manacle is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the manacle must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the manacles remains motionless and isn't flying, it is indistinguishable from normal manacles.
Kleidiphobia. The Animated Manacles have a fear of keys. Even with the limited and low intelligence that they possess the sight of a key that looks like it could fit in their lock causes them to go into a frantic fight or flight response.
Unwilling shield. Attacks against the Animated Manacles once clasped on a creature are made at a disadvantage and a natural 1 hits the creature held.
Clasp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Creature of medium or smaller size is grappled. Once grappled the Animated Manacles can then use its action to shove the creature held or make the creature strike out at an opponent (using the grappled creatures attack against a target.). A Strength or Dexterity check (DC 13) is needed to resist. If the check succeeds by more then 5 the creature breaks free.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1)
Description
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles has one magical key. Once the magical key is put into the Animated Manacles they are opened and are unconscious untill the key is removed. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 20 Dexterity check.
The key is kept either on the person who made them, or in a space were they would be considered safe. It is unlikely that the key would be in the same room as the key.
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