Sources
CR
Type
Size
Alignment
Movement

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 (5,000 XP)

Spellcasting

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

1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of force

2/day each: dispel magic, lightning bolt, mage armor

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.

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.

Lore

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.