Animated Chains - AI-generated fantasy Monster

Animated Chains

Legends say some prison chains remember the first scream they ever heard. When fear, pain, and magic soak into iron long enough, the links can wake with a crude instinct to restrain and punish. Sailors tell similar stories about cargo chains that move in storm-dark holds, while jailers swear that certain locks feel colder after a riot, as if something in the metal had learned to hate escape.

MediumConstruct(Construct, Mindless)CR 1Neutral

Animated Chains

constructanimated objectgrapplercontrollerhauntedironhazard
HP24AC16SPD25 feet, climb 15 feetCR1AthleticsStealth
STR
14
DEX
14
CON
14
INT
1
WIS
12
CHA
10
Adhesive Links. The animated chains can move across ceilings, walls, grates, and similar iron or stone surfaces without needing to climb, though they still obey normal movement limits.
Chain Grab. The chains have a built-in grasping mechanism. On a successful chain strike, they can attempt to Grapple the target as a free action. This uses the same DC as their Athletics modifier.
Constricting Hold. When the chains succeed at a Grapple, the target takes a -10-foot circumstance penalty to Speeds until the grapple ends, in addition to the normal grabbed condition.
Heavy Metal. The chains are not slowed by being underwater or partially submerged and can still lash and grapple normally in those conditions if their links can reach a target.
Chain Strike. The chains lash at one creature within 10 feet. The animated chains make a chain strike and, on a hit, the target is also pulled 5 feet toward the chains. If the target is already grabbed by the chains, the chains can instead pull it up to 10 feet and the target must succeed at a Fortitude save or fall prone.
Whiplash Sweep. The animated chains animate every loose segment in a 10-foot emanation. Each creature other than the chains in the area must attempt a Reflex save. Critical Success: No effect. Success: Half damage and not pulled. Failure: bludgeoning damage and pushed or pulled 5 feet, chosen by the chains. Critical Failure: bludgeoning damage, pulled 10 feet, and the creature is grabbed until the end of the chains' next turn.
Snaring Tension. Trigger: A creature within the chains' reach uses a move action to leave a square adjacent to the chains. Effect: The chains make a chain strike against that creature. On a hit, the triggering movement is stopped if the creature was moving by a voluntary action and it must succeed at a Fortitude save or be pulled 5 feet back toward the chains.
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