Diviner

Medium Humanoid (Any Race), Any Alignment

STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
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.

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

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

* Divination spell of 1st level or higher

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.

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Diviner

Source: Volo's Guide to Monsters, p. 213 - Licenses and attribution