Abjurer

Medium Humanoid (Any Race) , Any Alignment
• Armor Class: 12
• Hit Points: 84 (13d8+26)
• Speed: 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

• Saving Throws: Int +8, Wis +5
• Skills: Arcana +8, History +8
• Languages: any four languages
• Challenge: 9 (5000 XP)
• Environments: Urban

• 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.

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

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.