Conjurer
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 11 (0) | 17 (+3) | 12 (+1) | 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.