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
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