Sources
CR
Type
Size
Alignment
Movement

Conjurer

Medium Humanoid (any race), Any alignment

Armor Class 12, 15 with mage armor
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)

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

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.

Lore

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.