Monster: Abjurer Wizard (5e) Guide for 5th Edition D&d

Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.

Medium Humanoid, Any Alignment

Proficiency Bonus: +4
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)


Multiattack: The abjurer makes three Arcane Burst attacks.

Arcane Burst: Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 120ft., 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.

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

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

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


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.