5e:Abjurer NPC: Difference between revisions

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|hd= <!--10d8, 4d12, etc.-->
|hd= <!--10d8, 4d12, etc.-->
|speed=30 ft.<!--walking speed in feet, other speed (fly, swim) in feet-->
|speed=30 ft.<!--walking speed in feet, other speed (fly, swim) in feet-->
|saves={{5eInt}} +8, {{5eWis}} +5 <!--bonus to save; Athletics +5-->
|saves={{5eInt}}, {{5eWis}} <!--bonus to save; Athletics +5-->
|skills={{SRD5|Arcana}} +8, {{SRD5|History}} +8<!--[[Stealth]] +3-->
|skills={{SRD5|Arcana}}, {{SRD5|History}}<!--[[Stealth]] +3-->
|damageresistances=
|damageresistances=
|damageimmunity= <!--damage type; fire, radiant-->
|damageimmunity= <!--damage type; fire, radiant-->
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|feature1=Spellcasting
|feature1=Spellcasting
|flimit1=
|flimit1=
|fdesc1=The abjurer is an 13th-­level spellcaster. Its {{srd5lc|Spellcasting Ability}} is {{SRD5|Intelligence}} ({{srd5lc|Spell Save}} DC 16, +8 to hit with {{srd5lc|Spell Attack}}s). The abjurer has the following {{srd5lc|Wizard}} spells prepared: <br />
|fdesc1=
{{SRD5|Cantrip}}s (at will): ''{{5edlc|Blade Ward}}, {{srd5lc|Dancing Lights}}, {{srd5lc|Mending}}, {{srd5lc|Message}}, {{srd5lc|Ray of Frost}}''<br />
1st level (4 {{SRD5|Spell Slot|slots}}): ''{{srd5lc|Alarm}}*, {{srd5lc|Mage Armor}}*, {{srd5lc|Magic Missile}}, {{srd5lc|Shield}}*'' <br />
2nd level (3 slots): ''{{srd5lc|Arcane Lock}}*, {{srd5lc|Invisibility}}'' <br />
3rd level (3 slots): ''{{srd5lc|Counterspell}}*, {{srd5lc|Dispel Magic}}*, {{srd5lc|Fireball}}'' <br />
4th level (3 slots): ''{{srd5lc|Banishment}}*, {{srd5lc|Stoneskin}}*'' <br />
5th level (2 slots): ''{{srd5lc|Cone of Cold}}, {{srd5lc|Wall of Force}}'' <br />
6th level (1 slot): ''{{srd5lc|Flesh to Stone}}, {{srd5lc|Globe of Invulnerability}}*'' <br />
7th level (1 slot): ''{{srd5lc|Symbol}}* {{srd5lc|Teleport}}'' <br />
<nowiki>*</nowiki> Abjuration spell of 1st level or higher


|feature2=Arcane Ward
|feature2=Arcane Ward
|flimit2=
|flimit2=
|fdesc2=The abjurer has a magical ward that has 30 {{srd5lc|Hit Point}}s. 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.
|fdesc2=


|action1=Quarterstaff
|action1=Quarterstaff
|alimit1=
|alimit1=
|adesc1=''{{SRD5|Melee Weapon Attack|Melee}}:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d6-1) {{srd5lc|Bludgeoning}} damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
|adesc1=
}}
}}
</div><!--gi-main-->
</div><!--gi-main-->

Revision as of 10:09, 10 June 2021

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Volo's Guide to Monsters
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Abjurer (NPC) (Pointer) [1]
Medium Humanoid  (Any Race), Any Alignment
Armor Class: 12 (15 with mage armor)
Hit Points: 84
Speed: 30 ft.
Str Dex Con Int Wis Cha
Saving Throws: Int, Wis
Skills: Arcana, History
Senses: passive perception 11
Languages: Any four languages
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4

Features

Spellcasting.

Arcane Ward.

Actions

Quarterstaff.

Unofficial Description: Wizard that specializes in Abjuration spells.

Sources and Notes


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Monster data +

Abjurer (Sort Text: Abjurer 5e, Size: Medium, Type: Humanoid, Subtypes: Any Race, Alignment: Any Alignment, HP: 84, CR: 9, Features: Spellcasting Arcane Ward Quarterstaff, Has Lair: No, NPC: Yes, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Volo's Guide to Monsters)

Volo's Guide to Monsters Contrigubtions +

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