Abjurer

Medium humanoid (any race), Any alignment

Armor Class

12 (15 with mage armor)

Hit Points

84 (13d8+26)

Speed

walk 30 ft.

Saves

Int +8, Wis +5

Skills

Arcana +8, History +8

Languages

any four languages

Challenge

9

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.

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 (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 slots): flesh to stone, globe of invulnerability* • 7th level (1 slots): symbol*, teleport *Abjuration spell of 1st level or higher

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.