Abjurer Wizard

Medium Humanoid, any alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 32)
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
Senses passive Perception 11
Languages any four languages
Challenge 9 (5000 XP)     Proficiency Bonus +4
Actions

Multiattack. The abjurer makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +6 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.

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
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.

Monsters of the Multiverse

  1. DnD 5e Monsters › Abjurer Wizard