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
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.