Abjurer Wizard

Mordenkainen Presents: Monsters of the Multiverse p. 260,

Size
Medium
Type
humanoid
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
104 (16d8+32)
Speed
walk 30 ft.
Saving Throws
Int +8, Wis +5
Skills
Arcana +8, History +8
Passive Perception
11
Languages
any four languages
Challenge
9
Lineage
Wizard
STR
9
−1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
11
+0

Traits

Proficiency Bonus

+4

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.

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 O, and then vanishes.

recharge

D4

Spells

dancing lights, mage hand, message, prestidigitation, dispel magic, lightning bolt, mage armor, arcane lock, banishment, globe of invulnerability, invisibility, wall of force

Other data

description