Abjurer Wizard

Medium Humanoid, Any Alignment

STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Spellcasting.

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/day each: dispel magic, lightning bolt, mage armor

1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of force

Actions

Multiattack.

The abjurer makes three Arcane Burst attacks.

Arcane Burst.

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.

Force Blast.

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.

Reactions

Arcane Ward (Recharge 4-6).

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.

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Abjurer Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 260 - Licenses and attribution