{"name":"Abjuration Mage","challenge_rating":"9","xp":"5000","types":"Humanoid","pb":"+4","size":"Small","sizer":"Medium","languages":"Common, & any three languages","alignment":"Any Alignment","description":"","suggested_environments":"Any Climate; Any Terrain (usually Urban)","armor_class":"15 ([i]Mage Armor[\/i])","hit_points":"84 (13d8 + 26) [roll:13d8+26]","strength":"9","dexterity":"14","constitution":"14","intelligence":"18","wisdom":"12","charisma":"11","base_movement_units":"","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception 11","skills":"Arcana +8, History +8","saving_throws":"Intelligence +8, Wisdom +5","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"[p][b][i]Spellcasting[\/i][\/b]. 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: [\/p]\r\n- Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost\r\n- 1st level (4 slots): [i]Alarm[\/i]*, [i]Mage Armor[\/i]*, [i]Magic Missile[\/i], [i]Shield[\/i]*\r\n- 2nd level (3 slots): [i]Arcane Lock[\/i]*, [i]Invisibility[\/i]\r\n- 3rd level (3 slots): [i]Counterspell[\/i]*, [i]Dispel Magic[\/i]*, [i]Fireball[\/i]\r\n- 4th level (3 slots): [i]Banishment[\/i]*, [i]Stoneskin[\/i]*\r\n- 5th level (2 slots): [i]Cone of Cold[\/i], [i]Wall of Force[\/i]\r\n- 6th level (1 slot): [i]Flesh to Stone[\/i], [i]Globe of Invulnerability[\/i]*\r\n- 7th level (1 slot): [i]Symbol[\/i]*, [i]Teleport[\/i]\r\n[p]*[i]Abjuration spell of 1st level or higher[\/i][\/p]","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[p][b][i]Arcane Ward[\/i][\/b]. 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. [\/p]","actions":"[p][b][i]Quarterstaff[\/i][\/b]. [i]Melee Weapon Attack[\/i]: +3 to hit, reach 5 ft., one target. [i]Hit[\/i]: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. [\/p]","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6436329","source":"[i]Volo's Guide to Monsters[\/i] (5e)","tags":"abjurer, abjuration, wizard, mage, npc, non, player, character, humanoid","isShared":"on","templateId":"2991","blockId":"1527407","world":"530aafb2-caa4-4d5e-af66-d2ddc6ec6d27","folder":"26262"}