Deck of Illusions

[ Cartes d'illusion ]
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing CardIllusion
Ace of heartsRed dragon
King of heartsKnight and four guards
Queen of heartsSuccubus or incubus
Jack of heartsDruid
Ten of heartsCloud giant
Nine of heartsEttin
Eight of heartsBugbear
Two of heartsGoblin
  
Ace of diamondsBeholder
King of diamondsArchmage and mage apprentice
Queen of diamondsNight hag
Jack of diamondsAssassin
Ten of diamondsFire giant
Nine of diamondsOgre mage
Eight of diamondsGnoll
Two of diamondsKobold
  
Ace of spadesLich
King of spadesPriest and two acolytes
Queen of spadesMedusa
Jack of spadesVeteran
Ten of spadesFrost giant
Nine of spadesTroll
Eight of spadesHobgoblin
Two of spadesGoblin
  
Ace of clubsIron golem
King of clubsBandit captain and three bandits
Queen of clubsErinyes
Jack of clubsBerserker
Ten of clubsHill giant
Nine of clubsOgre
Eight of clubsOrc
Two of clubsKobold
  
Jokers (2)You (the deck's owner)

Dungeon MasterĀ“s Guide (SRD) D&D 5 › Magic Items