Conjurer
Medium humanoid (any race), any alignment
Armor Class
12 (15 with mage armor)
Hit Points
40 (9d8)
Speed
30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (0)
INT
17 (+3)
WIS
12 (+1)
CHA
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:
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Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
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1st level (4 slots): mage armor, magic missile, unseen servant*
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2nd level (3 slots): cloud of daggers*, misty step*, web*
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3rd level (3 slots): fireball, stinking cloud*
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4th level (3 slots): Evard’s black tentacles*, stoneskin
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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.