Medium Humanoid (Any Race, Wizard), Any Alignment
AC 13 (16 with mage armor)    Initiative +3 (13)
HP 55 (10d8 + 10)
Speed 30 ft.
Mod Save
STR 8 -1 -1
DEX 16 +3 +3
CON 12 +1 +1
Mod Save
INT 18 +4 +7
WIS 16 +3 +6
CHA 12 +1 +1
Skills Arcana +7, History +7, Insight +6, Perception +6
Senses Passive Perception 16
Languages Any four languages
CR 7 (XP 2,900; PB +3)
Traits

Special Equipment. The abjurer has an arcane grimoire (+1), included in it's statistics.

Arcane Ward. The abjurer has a magical ward that has 24 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.

Arcane Recovery (1/day). After finishing a short rest, the abjurer chooses expended spell slots to recover, which can have a combined level that is equal to or less than half it's wizard level rounded up, plus one due to it's arcane grimoire (6), and none of the slots can be 6th level or higher.

Improved Abjuration. When the abjurer casts an abjuration spell that requires it to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), it adds it's proficiency bonus (+3) to that ability check.

Spellcasting. The abjurer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The abjurer has the following wizard spells prepared:

Cantrips (at will): Blade Ward, Fire Bolt, Mage Hand, Mending, Prestidigitation

1st level (4 slots): Absorb Elements*, Alarm*, Mage Armor*, Shield*

2nd level (3 slots): Arcane Lock*, Enhance Ability, Knock, Rime's Rinding Ice

3rd level (3 slots): Counterspell*, Dispel Magic*, Magic Circle

4th level (3 slots): Banishment*, Stoneskin*

5th level (2 slots): Synaptic Static, Wall of Force

* abjuration spells of 1st level or higher

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.

Fire Bolt (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) Fire damage.

Reactions

Projected Ward. Trigger : A creature the abjurer can see within 30 feet takes damage. Response : The abjurer causes it's Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.

Description

CR 7 : DCR 7 - OCR 7

Abjurers are wizards that focus on magic that blocks, banishes, or protects, understanding that ending harmful effects, protecting the weak, and banishing evil influences is a proud and respected vocation. Members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Tactics :

Round 1 : Casts Synaptic Static, counterspell or shield if needed to refill ward

Round 2 : Casts 5th-level banishment on two target that failed their save against Synaptic Static, counterspell or shield if needed to refill ward

Round 3 : Casts 3rd level Rime's Binding Ice, counterspell or shield if needed to refill ward

A statblock for a 10th level Abjuration Wizard using the 2024 rules but the 2024 cleaner presentation. Can be used as enemies, NPC rivals, or pre-made characters for one shots !

Previous Versions

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Monster Tags: NPC

_Lucanoptek_

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