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Abjuration Mage in Dungeons & Dragons 5e

Volo's Guide to Monsters (5e)

Abjuration Mage CR: 9

Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 84 (13d8 + 26) 13d8+26
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

14 +2

INT

18 +4

WIS

12 +1

CHA

11 +0

Saving Throws: Intelligence +8, Wisdom +5
Skills: Arcana +8, History +8
Senses: Passive Perception 11
Languages: Common, & any three languages
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4
by Zoltan Boros

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.

    Actions

    Quarterstaff. 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.

    Suggested Environments

    Any Climate; Any Terrain (usually Urban)


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