Volo's Guide to Monsters (5e)
Conjuration Mage CR: 6
Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 40 (9d8)
Speed:
30 ft
Saving Throws: Intelligence +6, Wisdom +4
Skills: Arcana +6, History +6
Senses: Passive Perception 11
Languages: Common, & any three languages
Challenge Rating: 6
( 2300 XP)
Proficiency Bonus: +3

by Campbell White
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.
Bonus Actions
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). The mage 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.
Suggested Environments
Any Climate; Any Terrain