13
21 (6d4 + 6)
20 ft., swim 10 ft.
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (blind beyond this radius)
-
2
The duck is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the duck must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The feathers of the duck are playing cards, but only the face cards. Only 1 card can be removed each day and they don't grow back. When the last card is removed the duck explodes and does 10 (3d6) force damage in a 30 ft. radius. If one of these cards is pulled, the following effect occurs. Roll 1d12 1. Jack of Clubs - Your Strength increases by 1 2. Jack of Diamonds - a 1,000 gp diamond drops into your lap 3. Jack of Hearts - You are charmed by the next NPC for 1 minute 4. Jack of Spades - You have disadvantage on Initiative for a day 5. Queen of Clubs - You do double damage on your next hit 6. Queen of Diamonds - You have advantage on Initiative for a day 7. Queen of Hearts - Your gender changes for a week 8. Queen of Spades - Your next long rest is only a short rest 9. King of Clubs - Your speed is cut in half for a day 10. King of Diamonds - All the coins in your pockets vanish 11. King of Hearts - You gain the benefits of a long rest 12. King of Spades - Your Charisma increases by 1