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.