Conjurer


Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.

STRDEXCONINTWISCHA
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)

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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.

Source:Volo's Guide to Monsters