Antimagic Susceptibility. The hunting trap is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hunting trap must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the hunting trap remains motionless and isn't flying, it is indistinguishable from a normal hunting trap.
Iron Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
Latch Lock. If the jaws hit a creature, as a Bonus action, a latch on the trap locks up. Once locked up, the creature is considered Restrained until it can break free. Using an action to force the jaws open make a STR check DC 14. If failed, the trapped creature takes 2 points of piercing damage. Using an action with Thieves' tools to unlock it make a DEX check DC 15. Using an action to break the latch, roll to attack it, doing 10 points of damage will break the latch.
Note: Attacking the latch will not harm the construct's inner mecanisms so it must be noted seperately.
Spiked Chain. Once a creature is locked in, as a Reaction, it has 2 choices: 1) It shoots a drilling spike from the hidden spool inside the frame which is hooked up to 30 feet of chain. If it shoots in the ceiling, it has enough pull to lift a 225 lbs creature off the ground. 2) It flies away with the creature to imprison it or trap it into a one-way trapped space accessible only from the outside.
Description
This construct is a hunter's trap, consisting of a saw-toothed steel ring with a circular frame underneath. Hunters use it to trap small game. Under the ring, a circular frame is afixed to it. Hidden inside is a reel of chain. The pressure plate in the center is missing.
Primary Function: Like an obedient guard dog, it must restrain intruders until its master or reinforcements arrive.
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