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Diviner
- STR
- 9 (-1)
- DEX
- 14 (+2)
- CON
- 11 (+0)
- INT
- 18 (+4)
- WIS
- 12 (+1)
- CHA
- 11 (+0)
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.
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
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.
Find this creature in the encounter builder

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