Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +8, WIS +5
Skills Arcana +8, History +8
Senses Passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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 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 slots): symbol,* teleport
*Abjuration spell of 1st level or higher

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. 

Description

Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults.

existentialist91

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