Conjurer

Volo's Guide to Monsters p. 212,

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
40 (9d8)
Speed
walk 30 ft.
Saving Throws
Int +6, Wis +4
Skills
Arcana +6, History +6
Passive Perception
11
Languages
any four languages
Challenge
6
Environment
urban
STR
9
−1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0

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.

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

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.

Spells

acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental

Spell Slots

0,4,3,3,3,2

Other data

description

Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs.