16 (natural armor)
10 (1d8)
30 ft.
poison
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (can't see beyond this radius)
understands one of your languages but can't speak
0
equals your bonus
5 + five times your level (the deck defender has a number of Hit Dice [d8s] equal to your level)
Some of the deck defender's statistics are based on the character who drew the Knight card. Where the deck defender stat block refers to "you," it refers to that character.
After finishing a long rest, you can refold the deck defender's shape, changing it to acrobat form, berserker form, or guardian form.
If the deck defender is reduced to 0 hit points, it collapses into a haphazard pile of nonmagical playing cards and can't be resurrected or reconstructed.
The deck defender makes a number of attacks equal to half its proficiency bonus (rounded down).
Melee Weapon Attack: PB + +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: PB + +3 to hit (with advantage), reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and attacks made against the deck defender until the start of its next turn have advantage.
The deck defender takes the Dash or Disengage action.