THE SHARED REFERENCE Adventurer

Monster

Conjurer

Outside your table’s allowed sources

Official reference · VGM · 2014

Creature type
Humanoid
Size
Medium
Armor class
12, 15
Hit points
40 (9d8)
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

Traits

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

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:

Spell slots: 0: spells: acid splash, mage hand, poison spray, prestidigitation; 1: slots: 4; spells: mage armor, magic missile, unseen servant; 2: slots: 3; spells: cloud of daggers, misty step, web; 3: slots: 3; spells: fireball, stinking cloud; 4: slots: 3; spells: Evard's black tentacles, stoneskin; 5: slots: 2; spells: cloudkill, conjure elemental

*Conjuration spell of 1st level or higher

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