Diviner

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points67 (15d8)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0)
Saving ThrowsInt +7, Wis +4
SkillsArcana +7, History +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge8

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 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.

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: 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