Monster
Diviner Wizard
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 90 (20d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Any alignment
- Strength
- 9
- Dexterity
- 14
- Constitution
- 11
- Intelligence
- 18
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- int: +7; wis: +4
- Skills
- arcana: +7; history: +7
- Languages
- any four languages
Actions
Multiattack
The diviner makes three Arcane Burst attacks.
Arcane Burst
Melee Spell Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage.
Overwhelming Revelation (Recharge 5–6)
The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Reactions
Portent (3/Day)
When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.
The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage hand, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day each: true seeing