Conjurer

Medium Humanoid (Any Race) , Any Alignment
• Armor Class: 12
• 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 (2300 XP)
• Environments: Urban

• 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.