Kryx RPGThemesMonsters

Abjurer

Medium humanoid (any species)
Challenge
9 (5,000 XP)

STR
−1
DEX
2
CON
1
INT
4
WIS
1
CHA
0

71
13d8+13
12
Fort
+1
Ref
+0
Will
+6
Defense note 15 with mage armor

Speed 9 m.
Senses passive Perception 11
Skills Arcana +8
Languages any four languages

Magic Sense. The abjurer has the ability to see the magical world around it. It has advantage on Arcana checks to identify spells.

Magical Ward. The abjurer has a magical ward that has 30 health. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 health, the abjurer takes any remaining damage. Whenever the abjurer expends mana to cast a spell, the ward regains an amount of health equal to the mana expended.

Spell Ward. While the abjurer isn’t incapacitated, it and each friendly creature within 9 meters of it who can see or hear it gains a +2 bonus to saving throws against magic.

Spellcasting. The abjurer is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:

Cantrips (at will): blade ward, force beam, minor spell resistance, prestidigitation

1 mana: alarm, deflect spell, detect magic, disintegrate, floating disk, force barrier, force hand, force shield, force spear, force sword, force weapon, knock/lock, mage armor, magic missiles, mana burn, martial empowerment, purge

2 mana: catapsi, counterspell, dispel magic, forbiddance, force hail, glyph of warding, homing motes, nondetection, private sanctum, see magical invisibility, tiny hut, wall of force

3 mana: antimagic sphere, invulnerability, reddopsi

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 3 (1d8 − 1) bludgeoning damage.

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