Spellcasting. The abjurant champion is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The abjurant champion has mage armour constantly active and can cast it as a bonus action or a reaction if targeted by an attack, and has the following wizard spells prepared:
Cantrips (at will): blade ward, fire bolt, shocking grasp, true strike
1st level (4 slots): mage armour*, magic missile
2nd level (3 slots): misty step
3rd level (3 slots): counterspell, dispel magic
4th level (1 slot): stoneskin
* the abjurant champion has already cast this spell on itself before combat
Longsword. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8+1) slashing damage. When the abjurant champion hits a creature with a melee weapon attack, it can expend one of its spell slots to deal force damage to the target. The extra damage is equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st.
Enter the description for how bonus actions work for your monster here.
Abjurant Armour. As a reaction when an opponent targets the abjurant champion or an adjacent ally with a weapon attack, the abjurant champion magically increases the target's AC by 2. This ability may be used twice.
Description
Abjurant champions are wizards who focus on self-protective magics, warding themselves with layer upon layer of safeguards. They are students of warfare and combat as much as magic itself, and can be formidable foes or loyal allies.
Created by Building Paper Mountains
Art by @alarios711 on Instagram
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