Conjurer

Medium humanoid (any race), any alignment

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

STR

9 (-1)

DEX

14 (+2)

CON

11 (0)

INT

17 (+3)

WIS

12 (+1)

CHA

11 (0)

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6

Languages

any four languages

Challenge

6 (2,300 XP)

Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:

  • Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation

  • 1st level (4 slots): mage armor, magic missile, unseen servant*

  • 2nd level (3 slots): cloud of daggers*, misty step*, web*

  • 3rd level (3 slots): fireball, stinking cloud*

  • 4th level (3 slots): Evard’s black tentacles*, stoneskin

  • 5th level (2 slots): cloudkill*, conjure elemental*

*Conjuration spell of 1st level or higher

Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

medium
humanoid
cr6
volos-guide