THE SHARED REFERENCE Adventurer

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.

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:

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

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