Abjurer

Medium humanoid (any race), any alignment

Armor Class

12 (15 with mage armor)

Hit Points

84 (13d8+26)

Speed

30 ft.

STR

9 (-1)

DEX

14 (+2)

CON

14 (+2)

INT

18 (+4)

WIS

12 (+1)

CHA

11 (0)

Saving Throws

Int +8, Wis +5

Skills

Arcana +8, History +8

Languages

any four languages

Challenge

9 (5,000 XP)

Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:

  • Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost

  • 1st level (4 slots): alarm* , mage armor, magic missile, shield*

  • 2nd level (3 slots): arcane lock* , invisibility

  • 3rd level (3 slots): counterspell* , dispel magic* , fireball

  • 4th level (3 slots): banishment* , stoneskin*

  • 5th level (2 slots): cone of cold, wall of force

  • 6th level (1 slot): flesh to stone, globe of invulnerability*

  • 7th level (1 slot): symbol* , teleport

*Abjuration spell of 1st level or higher

Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands.

medium
humanoid
cr9
volos-guide