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Abjurer

Medium humanoid (any race), Any alignment

Armor Class 12

Hit Points 84 (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 INT +8, WIS +5

Skills Arcana +8, History +8

Senses passive Perception 11

Languages any four languages

Challenge 9

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.

Source

Volo's Guide to Monsters, p. 209