Diviner
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 67 (15d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 11 (0) | 18 (+4) | 12 (+1) | 11 (0) |
Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7
Languages any four languages
Challenge 8 (3,900 XP)
Spellcasting. The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, message, true strike
1st level (4 slots): detect magic*, feather fall, mage armor
2nd level (3 slots): detect thoughts, locate object, scorching ray
3rd level (3 slots): clairvoyance*, fly, fireball
4th level (3 slots): arcane eye*, ice storm, stoneskin
5th level (2 slots): Rary’s telepathic bond, seeming
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
- Divination spell of 1st level or higher
Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.