THE SHARED REFERENCE Adventurer

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.

Spellcasting

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

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