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Abjurer
- STR
- 9 (-1)
- DEX
- 14 (+2)
- CON
- 14 (+2)
- INT
- 18 (+4)
- WIS
- 12 (+1)
- CHA
- 11 (+0)
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.
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
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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Source: Volo's Guide to Monsters, p. 209 - Licenses and attribution