Corvum Diviner

Medium Humanoid (Corvum), Lawful Neutral

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

walk 30 ft.

Saves

int +6, wis +4

Skills

Arcana +6, History +6, Religion +6

Languages

Auran, Birdfolk, Celestial, Cervan, Mapach

Challenge

6

Proficiency Bonus

+3

Spellcasting

The diviner is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The diviner has the following spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (2 slots): augury, misty step • 3rd level (3 slots): clairvoyance, counterspell, fly • 4th level (3 slots): greater invisibility, locate creature • 5th level (1 slots): scrying

Glide

When falling at least 10 feet, the diviner can spend a reaction to fly up to their speed in one direction as they descend. The diviner lands in an unoccupied space at the end of their movement, and takes no falling damage. The diviner cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).

Talons

The diviner has advantage on Strength (Athletics) checks made to climb any surface their talons could reasonably grip.

Skulker

The diviner has advantage on Dexterity (Stealth) checks made in dim light or darkness.

Actions

Talons

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.