Volo's Guide to Monsters (5e)
Divination Mage CR: 8
Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 90 (20d8) 20d8
Speed:
30 ft
Saving Throws: Intelligence +7, Wisdom +4
Skills: Arcana +7, History +7
Senses: Passive Perception 11
Languages: Common, & any three languages
Challenge Rating: 8
( 3900 XP)
Proficiency Bonus: +3

by Alix Branwyn
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
1st level (4 slots): Detect Magic*, Feather Fall, Mage Armor
2nd level (3 slots): Detect Thoughts*, Locate Object*, Scorching Ray
3rd level (3 slots): Clairvoyance*, Fly, Fireball
4th level (3 slots): Arcane Eye*, Ice Storm, Stoneskin
5th level (2 slots): Rary's Telepathic Bond*, Seeming
6th level (1 slot): Mass Suggestion, True Seeing*
7th level (1 slot): Delayed Blast Fireball, Teleport
8th level (1 slot): 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.
Reactions
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.
Suggested Environments
Any Climate; Any Terrain