These metal restraints can bind a Small or Medium creature. To escape, a creature must make a successful DC 20 Dexterity (Sleight of Hand) check or a DC 20 Strength (Athletics) check to break them. Manacles come with a key. Without the key, a creature proficient with thieves’ tools can pick the lock with a DC 15 Dexterity (Thieves’ Tools) check. Manacles have AC 19 and 15 HP.