Medium humanoid, Any alignment
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 104 (16d8 + 32) |
| 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 makes three Arcane Burst attacks.
Melee or Ranged Spell Attack Roll: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.
Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn't pushed.
When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, mage hand, message, prestidigitation
2 each/day: dispel magic, lightning bolt, mage armor
1 each/day: arcane lock, banishment, globe of invulnerability, invisibility, wall of force