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.
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