Conjurer

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points40 (9d8)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving ThrowsInt +6, Wis +4
SkillsArcana +6, History +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge6

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.

Actions

Dagger.

Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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: acid splash, mage hand, poison spray, prestidigitation

Level 1 (4 slots): mage armor, magic missile, unseen servant*

Level 2 (3 slots): cloud of daggers*, misty step*, web*

Level 3 (3 slots): fireball, stinking cloud*

Level 4 (3 slots): Evard's black tentacles*, stoneskin

Level 5 (2 slots): cloudkill*, conjure elemental*