Tiny Construct, Unaligned
Armor Class 13 Magic Coating
Hit Points 1 (1d4 - 2)
Speed 100 ft.
STR
4 (-3)
DEX
10 (+0)
CON
6 (-2)
INT
8 (-1)
WIS
9 (-1)
CHA
2 (-4)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Incapacitated
Senses Tremorsense 60 ft., Passive Perception 9
Languages None
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Spiteful Draw. If damage is dealt to the card by a creature, that creature must experience one random effect from the deck of many things.

Reflective Form. If a creature tries to target the card through an attack or a harmful spell, they must succeed a DC 16 Wisdom saving throw or be forced to target another eligible creature or skip their turn. This trait does not effect area of effect spells or attacks such as fireball.

Actions

Draw. Any creature within 5 ft of the card must roll a DC 10 Charisma saving throw or experience one random effect from the deck of many things.

Triple Draw (Recharge 10). Any creature within 5 ft of the card must roll a DC 13 Charisma saving throw or experience three random effects from the deck of many things.

Card Spray. The card casts spray of cards at 2nd level.

Bonus Actions

Relocate. The animated card teleports to an unoccupied space that it can sense.

Encase. The card summons a wall of force. This wall of force must contain at least 2 creatures including the card.

Reactions

Vanish. Whenever a creature that the card can sense gets within 10 ft of it, the card can choose to become invisible.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A card from the deck of many things animated by magic. Run for your life. Quickly. Because I only made this to make a swarm.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SubXero_

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