Monster
Diviner
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 67 (15d8)
- 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
Traits
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.
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:
Spell slots: 0: spells: fire bolt, light, mage hand, message, true strike; 1: slots: 4; spells: detect magic, feather fall, mage armor; 2: slots: 3; spells: detect thoughts, locate object, scorching ray; 3: slots: 3; spells: clairvoyance, fly, fireball; 4: slots: 3; spells: arcane eye, ice storm, stoneskin; 5: slots: 2; spells: Rary's telepathic bond, seeming; 6: slots: 1; spells: mass suggestion, true seeing*; 7: slots: 1; spells: delayed blast fireball, teleport; 8: slots: 1; spells: maze
* Divination spell of 1st level or higher