Abjurer

Medium Humanoid (Any Race), Any Alignment

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

Level 1 (4 slots): alarm*, mage armor*, magic missile, shield*

Level 2 (3 slots): arcane lock*, invisibility

Level 3 (3 slots): counterspell*, dispel magic*, fireball

Level 4 (3 slots): banishment*, stoneskin*

Level 5 (2 slots): cone of cold, wall of force

Level 6 (1 slots): flesh to stone, globe of invulnerability*

Level 7 (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.

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Abjurer

Source: Volo's Guide to Monsters, p. 209 - Licenses and attribution