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Conjuration Mage in Dungeons & Dragons 5e

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

STR

9 -1

DEX

14 +2

CON

11 +0

INT

17 +3

WIS

12 +1

CHA

11 +0

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


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