Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)

Hit Points 84 (13d8+26)

Speed 30 ft.

9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 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.


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.