Hold Breath. The crocodile can hold its breath for 30 minutes.
Special Equipment. The diviner is wearing a headband of intellect.
Spellcasting. The diviner is a 9th-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): prestidigitation, light, mage hand, message, true strike
1st level (4 slots): identify,* comprehend languages, shield, snare
2nd level (3 slots): detect thoughts,* locate object,* earthbind, mind spike*
3rd level (3 slots): clairvoyance,* counterspell, dispel magic, remove curse, slow
4th level (3 slots): arcane eye,* locate creature, control water
5th level (2 slots): hold monster, telekinesis, scrying*
*Divination spell of 1st level or higher
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.
Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
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