Abjurer
Medium humanoid (any race), any alignment
Armor Class
12 (15 with mage armor)
Hit Points
84 (13d8+26)
Speed
30 ft.
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
Languages
any four languages
Challenge
9 (5,000 XP)
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 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol* teleport
*Abjuration spell of 1st level or higher
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-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands.