Medium humanoid (any race), Any alignment
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 84 (13d8 + 26) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 14 (+2) | 18 (+4) | 12 (+1) | 11 (+0) |
| Saving Throws | Int +8, Wis +5 |
|---|---|
| Skills | Arcana +8, History +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | any four languages |
| Challenge | 9 |
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.
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.
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