Medium Humanoid (Elf), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 65 (9d6 + 27)
Speed 35 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +7, INT +9, WIS +6
Skills Arcana +9, History +9, Insight +6, Investigation +9, Perception +6
Senses Passive Perception 16
Languages Abyssal, Common, Elvish, Halfling any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Spellcasting. The abjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The abjurer has the following wizard spells prepared:

Cantrips (at will): fire bolt, message, prestidigitation, shocking grasp

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

2nd level (3 slots): burning hands, misty step, scorching ray, see invisibility

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

4th level (3 slots): banishment,* dimension door, polymorph

5th level (2 slots): bigby's hand, teleportation circle

 

*Abjuration spell of 1st level or higher

Arcane Ward. The abjurer has a magical ward that has 23 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.

Ring of Spell Storing. The abjurer has a Ring of Spell Storing with Teleportation circle stored in it.  They can use an action to cast this spell.

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

Monster Tags: NPC

Habitat: Urban

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