Abjurer

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points84 (13d8 + 26)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Saving ThrowsInt +8, Wis +5
SkillsArcana +8, History +8
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge9

Traits

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 Attack Roll: +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.

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 the following wizard spells prepared:

Cantrips: blade ward, dancing lights, mending, message, ray of frost

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

Level 2 (3 slots): arcane lock*, invisibility

Level 3 (3 slots): counterspell*, dispel magic*, fireball

Level 4 (3 slots): banishment*, stoneskin*

Level 5 (2 slots): cone of cold, wall of force

Level 6 (1 slots): flesh to stone, globe of invulnerability*

Level 7 (1 slots): symbol*, teleport