Riffler

Small fey, typically chaotic neutral

Armor Class

15 (natural armor)

Hit Points

90 (20d6 + 20)

Speed

30 ft., burrow 20 ft.

Saves

dex +6, cha +6

Skills

insight +5, stealth +6, arcana +6, sleight of hand +9

Damage Resistances

necrotic, radiant

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

5

Proficiency Bonus

+3

Card Sense

The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range. Effects that protect a target from divination magic block this sense.

Riffling Step

The riffler can burrow through any nonmagical material that isn't iron, shuffling the substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler.

Actions

Multiattack

The riffler makes two Spectral Card attacks.

Spectral Card

Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d10 + 3) force damage plus 5 (1d10) damage that is radiant if the d10 roll is an even number and necrotic if it's odd.

Card Spray (Recharge 5-6)

The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Plane Shift

The riffler casts the Plane Shift spell targeting only itself, requiring no material components and using Charisma as the spellcasting ability.