| Mod | Save | ||
|---|---|---|---|
| STR | 3 | −4 | −4 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 13 | +1 | +1 |
| CHA | 17 | +3 | +3 |
Magic Resistance. The Card Demon has Advantage on saving throws against spells and other magical effects.
Fate Reader. The Card Demon can guess a card in a Deck of Many Things 30% of the time, however the Card Demon is unable to communicate the result normally but through code. An attempt to read his codes requires a DC 21 Insight check (any roll below that is considered a failure, and the code is incomprehensible). The deck is then shuffled by a mysterious force.
Aatral rend. Melee Attack Roll: 1 target, 1d20+5 to hit. reach 5 ft. Hit: 5 (1d4 + 3), Slashing damage, and the target has the blinded condition until the start of the Card Demon's next turn.
Invisibility. The Card Demon casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Beguile (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the charmed condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The Card Demon changes form to resemble a Raven (Speed 10 ft., Fly 40 ft.), an Eel (40 ft., Swim 40 ft.) or a Fox (35 ft, Burrow 25 ft), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Description
Card Demons sow discord through Eerie prophecies. By shape-shifting into ominous forms, these demons hide in the shadows and chant in strange languages. Foes get slashed open with the Card Demon's whirling claws.
Note: with the DM's permission, a player can use the Card Demon as a familiar
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