Diviner Wizard | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Planeshift Tarkir

Diviner Wizard CR: 8

Medium humanoid (any race), any
Armor Class: 12 (15 with mage armor)
Hit Points: 90 (20d8)
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

11 +0

INT

18 +4

WIS

12 +1

CHA

11 +0

Saving Throws: Int +7, Wis +4
Skills: Arcana +7, History +7
Senses: passive Perception 11
Languages: Common and any one language (usually Draconic)
Challenge Rating: 8

Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

  • At will: mage hand, message, prestidigitation
  • 2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
  • 1/day: true seeing

Actions

Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Reactions

Portent (3/Day). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.


Created by

I Dream of Azathoth.

Statblock Type

Monster

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