Medium humanoid, any alignment
- Armor Class
- 12, 15
- Hit Points
- 84 (13d8 + 26)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
STR
9
-1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
11
+0
- Saving Throws
- Int +8, Wis +5
- Skills
- Arcana +8, History +8
- Senses
- passive Perception 11
- Languages
- any four languages
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 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.
Spellcasting
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: