Monster
Conjurer Wizard
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 58 (13d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 6
- Alignment
- Any alignment
- Strength
- 9
- Dexterity
- 14
- Constitution
- 11
- Intelligence
- 17
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- int: +6; wis: +4
- Skills
- arcana: +6; history: +6
- Languages
- any four languages
Actions
Multiattack
The conjurer makes three Arcane Burst attacks.
Arcane Burst
Melee Spell Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.
Bonus actions
Benign Transportation (Recharge 4–6)
The conjurer teleports, along with any equipment it is wearing or carrying, 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.
Summon Elemental (1/Day)
The conjurer magically summons an air elemental, an earth elemental, a fire elemental, or a water elemental. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen servant
1/day each: fly, stinking cloud, web