b'Living Divination Deck \n'b'  Tiny   construct ,  unaligned  \n'b'  Armor Class  12  Hit Points  24 (7d4 + 7)  Speed  0 ft., fly 10 ft. (hover)\n'b' STATS STR: 8 (-1) DEX:  14 (+2)  CON:  12 (+1)  INT:  5 (-3)  WIS:  14 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t speak; telepathy 30 ft.  Challenge  1/2 (100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The deck doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Innate Spellcasting . The deck\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 12). The deck can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  guidance ,  mage hand  \n'b'  1/day each :  augury ,  bless ,  bane  \n'b'\n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The deck makes two card attacks. \n'b'  Card .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) slashing damage. \n'b'  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. \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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\xe2\x80\x99s 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. \n'b' Divination Deck Familiars \n'b' Living  divination  decks sometimes serve wizards as familiars, particularly specialists in  divination . Such familiars can be constructs instead of celestials, fey, or fiends. \n'b' Familiar decks have the following trait: \n'b'  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\xe2\x80\x99s Sealed Fate Aura.'