Medium Humanoid (Any Race), Any Alignment
Armor Class 10 (13 with mage armor)
Hit Points 18 (4d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
11 (+0)
Skills Arcana +4, History +4
Senses Passive Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Arcane Ward. The abjurer has a magical ward that has 6 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, and when the abjurer uses its Arcane Deflection, the ward regains 2 hit points.

Actions

Abjurer's Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Spellcasting. The abjurer casts one of these spells using Intelligence as its spellcasting ability (spell save DC 12):

At will: mending, prestidigitation

1/day: mage armor*, magic missile

*Abjuration spell of 1st level or higher.

Reactions

Arcane Deflection (3/Day). When the abjurer is hit by an attack, it protects itself with an invisible barrier of magical force. Until the end of its next turn, it gains resistance to force damage and a +5 bonus to AC, including against the triggering attack.

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2021 8:14:39 AM
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1
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Coming Soon

Monster Tags: NPC

Habitat: Urban

SirKneelsalot

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