Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the shackles remain motionless and not flying/hovering, it is indistinguishable from a normal set of shackles.
Arrest. The shackles attempt to clasp onto the hands of a bipedal creature within 5 ft. of it of a size medium or smaller. The target must succeed on a DC 14 Dexterity saving throw or be considered restrained. While restraining a target, the fly speed of the animated shackles is reduced to 20.
Once restrained, a creature may use its action on its turn to attempt to escape the shackles grip by succeeding on a contested Strength check against the shackles.
Come With Me. The shackles attempt to force a restrained creature to move by yanking it in a direction of the shackles' choosing. The creature must make a DC 12 Strength saving throw or be pulled 20 feet in that direction. On a successful save, the creature may make an attempt to free itself from the shackles.
Stop Hitting Yourself. The shackles attempt to force a restrained creature to make an unarmed melee attack on the target's self. The creature must make a DC 14 Strength saving throw or punch itself in the face. On a successful save, the creature may make an attempt to free itself from the shackles.
Nope!. As a reaction, the shackles may attempt to impose disadvantage on a restrained creature's melee attack roll. The shackles must succeed on a contested Strength or Dexterity check, whichever the attack uses, against the restrained creature.
Description
This set of magically animated iron restraints clamors as it moves, bringing memories of the classic - or cliche - sounds of a ghost rattling chains.
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