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 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | any four languages |
| Challenge | 8 |
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.
Melee Attack Roll: +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:
Cantrips: fire bolt, light, mage hand, message, true strike
Level 1 (4 slots): detect magic*, feather fall, mage armor
Level 2 (3 slots): detect thoughts*, locate object*, scorching ray
Level 3 (3 slots): clairvoyance*, fly, fireball
Level 4 (3 slots): arcane eye*, ice storm, stoneskin
Level 5 (2 slots): Rary's telepathic bond*, seeming
Level 6 (1 slots): mass suggestion, true seeing*
Level 7 (1 slots): delayed blast fireball, teleport
Level 8 (1 slots): maze