Chain Caltrops

Wondrous item, uncommon

This set of five miniature caltrops is joined by a length of chain, and when activated with a command word expand into a carpet of barbed chains and spikes covering a 10-foot square. The chain caltrops attack any creature entering the area as caltrops (see Adventuring Gear), but they are treated as magic weapons with a +1 bonus. A target hit by the chain caltrops is must succeed has disadvantage on Dexterity checks and saving throws as long as it remains within the area of the chain caltrops and must succeed on DC 15 Dexterity save or be restrained, taking 1 piercing damage each round at the beginning of its turn. The chain caltrops can be broken by attacking them (AC of 15, 25 hit points). A restrained creature can escape with a DC 17 Strength or Dexterity check, but each attempt causes them to take 1d4 piercing damage as the barbs and spikes dig deeper into its flesh.

Chain caltrops can be activated and deactivated as many times as desired until they successfully restrain at least one creature (they can restrain multiple creatures simultaneously), after which they crumble into rust after 10 minutes.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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