Wizard's Shackle

Tiny monstrosity, neutral

Armor Class

11

Hit Points

16 (3d4 + 9)

Speed

5 ft.

STR

1 (-5)

DEX

12 (+1)

CON

16 (+3)

INT

1 (-5)

WIS

11 (+0)

CHA

2 (-4)

Senses

blindsight 30 ft., passive Perception 10

Languages

--

Challenge

1/2 (100 XP)

Arcane Sense. A wizard’s shackle can automatically detect the location of any active spell or magical item within 30 feet not hidden behind 10 feet of dirt, 5 feet of stone, 1 foot of common metal, or 5 inches of lead.

Magic Resistance. The wizard’s shackle has advantage on saving throws against spells and magical effects.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage and the wizard’s shackle attaches to the target. While it is attached, any time the target attempts to cast a cantrip or spell, it takes 10 (3d6) psychic damage and must make a DC 10 Constitution saving throw. On a failed saving throw, the target fails to cast the spell and if a spell slot was used, it is wasted.

The wizard’s shackle can be removed as an action by the target or another creature. If a creature or creature to which the wizard’s shackle is attached attempts to remove the wizard’s shackle, the attached target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target is unconscious for 1 minute.

tiny
monstrosity
cr1/2
tome-of-horrors