Monster
Abjurer
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 84 (13d8 + 26)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Any alignment
- Strength
- 9
- Dexterity
- 14
- Constitution
- 14
- Intelligence
- 18
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- int: +8; wis: +5
- Skills
- arcana: +8; history: +8
- Languages
- any four languages
Traits
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 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
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:
Spell slots: 0: spells: blade ward, dancing lights, mending, message, ray of frost; 1: slots: 4; spells: alarm, mage armor, magic missile, shield; 2: slots: 3; spells: arcane lock, invisibility; 3: slots: 3; spells: counterspell, dispel magic, fireball; 4: slots: 3; spells: banishment, stoneskin; 5: slots: 2; spells: cone of cold, wall of force; 6: slots: 1; spells: flesh to stone, globe of invulnerability; 7: slots: 1; spells: symbol, teleport
*Abjuration spell of 1st level or higher