Medium Humanoid (Any Race), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +9, WIS +7
Skills Arcana +9, History +9, Insight +7, Perception +7
Damage Resistances Damage from Spells
Senses Passive Perception 17
Languages Any five languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Special Equipment. The conjurer has an arcane grimoire (+2), included in it's statistics.

Arcane Recovery (1/day). After finishing a short rest, the conjurer chooses expended spell slots to recover, which can have a combined level that is equal to or less than half it's wizard level rounded up, plus one due to it's arcane grimoire (9), and none of the slots can be 6th level or higher.

Durable Summons. Creatures summoned or created by the conjurer with a conjuration spell have 30 temporary hit points.

Focused Conjuration. The conjurer's concentration can't be broken as a result of taking damage.

Spellcasting. The conjurer is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +9 to hit with spell attacks). The conjurer has the following wizard spells prepared:

Cantrips (at will): acid splash, dancing lights, fire bolt, mage hand, prestidigitation

1st level (4 slots): find familiar*, fog cloud*, mage armor, shield, thunderwave

2nd level (3 slots): misty step*, vortex warp*

3rd level (3 slots): counterspell, fly, thunder step*, tidal wave*

4th level (3 slots): banishment, dimension door*

5th level (2 slots): conjure elemental* , teleportation circle*

6th level (1 slot): arcane gate*, scatter*

7th level (1 slot): plane shift*, teleport*

8th level (1 slot): demiplane*

*conjuration spells of 1st level or higher

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Fire Bolt (Cantrip). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (3d10) fire damage.

Acid Splash (Cantrip). The conjurer hurls a bubble of acid at a creature, or two creatures standing within 5 feet of each other, it can see within 60 feet, which must then succeed on a DC 19 Dexterity saving throw or take 10 (3d6) acid damage.

Minor Conjuration. The conjurer can conjure a magical object that can be no larger than 3 feet on a side and weigh no more than 10 pounds, in it's hand or within 10 feet at a point it can see, taking the form of a nonmagical object it has seen before. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when the conjurer uses this feature again, or if it takes or deals any damage.

Bonus Actions

Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). 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.

Description

Conjurers favor spells that produce objects and creatures out of thin air to fight on their behalf. As their mastery grows, they learn spells of transportation and can teleport across vast distances, even to other planes of existence, in an instant.

DCR 5 - OCR 17

R1 : 7th level Conjure Elemental (Summons an Elemental Myrmidon of CR 7, uses 8th level slot to upcast Planeshift to teleport to it's most likely already existing demiplane, or Teleport)

R2 : Steel Wind Strike, or Scatter

R3 : Steel Wind Strike, or Scatter

Previous Versions

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5/14/2024 1:43:36 PM
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Monster Tags: NPC

Habitat: Urban

_Lucanoptek_

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