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Wizard's Shackle

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This eel-like creature has a thick, greasy body and a large, circular mouth full of tiny teeth.

Wizard's Shackle CR 1/2

XP 200
N Tiny aberration (aquatic)
Init +0; Senses arcane sight, blindsight 60 ft.; Perception +6


AC 12, touch 12, flat-footed 12 (+2 size)
hp 9 (2d8)
Fort +0, Ref +0, Will +4
Defensive Abilities host buffer; Immune disease, mind-affecting effects, poison; SR 11


Speed 5 ft., swim 30 ft.
Melee bite +3 (1d4–3 plus attach and 1d3 Wisdom damage)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks puppet master
Spell-Like Abilities (CL 5th; concentration +1)

Constantarcane sight


Str 4, Dex 11, Con 11, Int 12, Wis 13, Cha 2
Base Atk +1; CMB –1 (+7 grapple); CMD 6 (14 vs. grapple, can't be tripped)
Feats Weapon Finesse
Skills Climb +2, Knowledge (arcana) +6, Perception +6, Stealth +13, Swim +10
Languages Aklo (can't speak); telepathy 10 ft.
SQ amphibious, compression


Host Buffer (Ex)

A wizard's shackle that has dominated a host uses the host's saving throws if they are better than the wizard's shackle's saving throws.

Puppet Master (Su)

If a wizard's shackle attaches to a creature that can cast spells or use spell-like abilities, the target creature must succeed at a DC 14 Will save or become dominated (as per dominate monster). The domination lasts as long as the wizard's shackle remains in contact with the victim. If the target would receive a new save against the effect (as described in the spell), a successful save allows it to avoid taking the action, but doesn't end the domination. The save DC is Intelligencebased and includes a +2 racial bonus.

Tenacious Grip (Ex)

A wizard's shackle gains a +8 bonus on combat maneuver checks to grapple and to CMD against grapple combat maneuvers.