Living Divination Deck

Tiny construct, unaligned

Armor Class 12
Hit Points 24 (7d4 + 7)
Speed 0 ft., fly 10 ft. (hover)

8 (-1) 14 (+2) 12 (+1) 5 (-3) 14 (+2) 13 (+1)

Skills Arcana +1, Insight +4, Performance +3, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses passive Perception 12
Languages understands Common but can’t speak; telepathy 30 ft.
Challenge 1/2 (100 XP)
Proficiency Bonus +2


  • Constructed Nature. The deck doesn’t require air, food, drink, or sleep.
  • Innate Spellcasting. The deck’s innate spellcasting ability is Wisdom (spell save DC 12). The deck can innately cast the following spells, requiring no components:
  • Sealed Fate Aura. As a bonus action, the deck can activate or deactivate an aura of bad luck. While the aura is active, a creature cannot make a die roll with advantage while within 15 feet of the deck.


  • Multiattack. The deck makes two card attacks.
  • Card. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  • Waterfall. The deck launches itself at a foe, cascading across the battlefield and distracting the enemy with a flurry of cards. The deck moves up to twice its speed without provoking opportunity attacks. At the end of this movement, one creature within 5 feet of the deck that can see it must make a DC 12 Wisdom saving throw. On a failure, the creature is blinded until the end of its next turn.


Fortune tellers can predict weal or woe by reading the prophecies of cards drawn from a deck of cards called a divination deck. Faithful adherents of this long tradition maintain a deep and personal connection with their cards, which might be handmade or have been handed down across generations. Sometimes, especially powerful diviners might inadvertently infuse their deck with a sliver of their own soul. In such cases, what was an ordinary set of cards becomes a living divination deck.

These rare decks are not possessed of the personality of a single seer but rather have traits and quirks from each diviner who has wielded the cards and infused them with their spirit. Because of their close bond to the family or clan that created them, living divination decks are highly protective of their diviner and their diviner’s kin. Barely sentient, living divination decks nevertheless possess some actual intellect, making them useful allies in various situations, even combat. Because it cannot speak, a living divination deck must communicate its thoughts by displaying cards in a specific order or way that conveys its meaning; such a vague mode of transmitting information, however, is rife for a comedy of misunderstanding.

Divination Deck Familiars

Living divination decks sometimes serve wizards as familiars, particularly specialists in divination. Such familiars can be constructs instead of celestials, fey, or fiends.

Familiar decks have the following trait:

Familiar. The deck can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the deck senses as long as they are within 1 mile of each other, and the master is unaffected by the deck’s Sealed Fate Aura.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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