M Conjurers agic is often a lonely pursuit, but not so for the conjurer. Rather, one of the greatest challenges faced by mages of this bent is in finding solitude, as once the sheer convenience of binding an extraplanar spirit to a needed task is discovered, few have the restraint to leave any task unautomated. Indeed, lack of restraint is the hallmark of the conjurer, and they are ever reaching further into the depths of the multiverse, seeking greater powers as they are emboldened by past successes, until inevitably their reach exceeds their grasp. Things to Find in a Conjurer's Tower Living objects with distinct personalities. Household objects and contraptions powered by bound fiends and elementals, such as a teapot with a trapped Immolith that heats up when you shake it. Magic circles with trapped extraplanar creatures that might offer boons to those who free them. A library of interplanar contract law, perhaps with a directory of publicly accessable teleportation circles. Doorways that go different places depending on how you open them. Numerous extradimensional spaces hidden under rugs or behind paintings that serve as closets and storage overflow. Creatures spliced together through conjuring both to the same point, or living creatures whose body parts are scattered through the tower, lost but sustained by magic. Conjurer Lore Arcana DC 10: Conjuration is among the most versatile schools of magic, as the sheer multifarity of the multiverse allows for the simple act of connecting two points in space to produce nearly any effect imaginable with the proper ingenuity. Arcana DC 15: For short-term tasks, conjurers tend to prefer elemental and fey spirits, as their drive for novelty often often dulls their lust for revenge after an involuntary stint on the material plane. For longer-term assignements, however, demons are the spirits of choice, as their unbridled hatred evokes, if properly directed, evokes from them efforts that mere magic could not compel. History DC 15: Conjurers rarely do much fighting themselves, instead preferring to summon extraplanar allies to protect them, which they often carry bound in minimum containtments for just such an eventuality. When they must fight directly, however, they do so by forging brief connections between the material plane and some extreme extraplanar hazard, and are such able to produce a near-infinite variety of unpleasant effects. Religion DC 15: Arcane conjurers rarely attempt to summon or bind good-aligned spirits, as doing so tends to bring undue attention on their means and methods from forces they'd prefer not to tangle with. No such cosmic authority exists to safeguard the interests of the demonic hordes of the abyss, however, and such it is that conjurers find themselves reliably surrounded with the fell whispers of demons. Perhaps it is in part due to this that so many conjurers are swayed into reckless grabs at ultimate multiversal power leading to their swift and predictable demise.
Conjurer Arsenalist Medium humanoid (any), any alignment Armor Class 16 (Mage Armor) Hit Points 90 (18d6 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-10) 16 (+3) 15 (+2) 17 (+3) 15 (+2) 11 (+0) Saving Throws DEX +6, INT +6, WIS +5 Skills Arcana +6, Perception +5 Senses Darkvision 60 ft., Passive Perception 15 Languages Common Challenge 6 (2,300 XP) Liminal Straddle. Whenever the conjurer takes damage, roll a D20. On a 14-20, the conjurer disappears into the ethereal plane, reappearing at the beginning of its next turn in an unoccupied space within 30 feet of where it departed. Animated Arsenal. At the beginning of each of its turns, the conjurer animates up to two unattended Small objects it can see within 30 feet under its control, to a maximum of four. Each object has a fly speed of 30 ft. and can be attacked (AC 16; 20 hit points). Imbuer's Knack. Objects animated by the conjurer use its statistics for making saving throws, and take no damage on a successful Dexterity saving throw. Actions Multiattack. The conjurer moves each of its animated objects up to 30 feet and makes an animated assault attack with it. Animated Assault. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Effects Betrayal (3rd Level Spell, Recharge 5-6). Each creature of the conjurer's choice in a 20 foot radius centered on a point the conjurer can see within 120 feet must succeed on a DC 14 Strength saving throw or suffer one effect of the conjurer's choice. One object it is wearing or carrying makes an animated assault attack against it. One object it is wearing or carrying is flung up to 30 feet in a direction of the conjurer's choice. The creature suffers disadvantage on attack rolls made with one object it is wearing or carrying until the beginning of the conjurer's next turn. Reactions Interposed Object. As a reaction to being targeted with an attack or harmful spell while within 15 feet of one of its animated objects, the conjurer moves the object up to 10 feet towards it and causes the object to become the new target of the attack. Bloodied Betrayal (3rd Level Spell, 1/Day). As a reaction to being reduced below 46 hit points the arsenalist immediately recharges and uses its Effects Betrayal.
Conjurer Arsenalist Tactics The arsenalist uses its Effects Betrayal on the first turn of combat while its Animated Arsenal gets up and running, using it again whenever available if it cannot make its full four attacks for whatever reason. It uses its Interposed Object reaction at the earliest opportunity each turn, otherwise trusting to its Liminal Straddle for defense and mobility. With their Effects Betrayal, they typically use their Animated Assault on any creature that makes several attacks on its turn, and try to disarm or impose disadvantage on any creature likely to do a lot of damage in a single go. Conjurer Elementalist Tactics The elementalist begins combat with its Chaos Sphere, using it again whenever its concentration is broken and trying to hit at least two creatures with it, choosing the damage type of whichever elementals it is currently trying to summon. It uses its elemental shuffle whenever available if its Chaos Sphere is active and at least two summoned creatures are in danger of being dragged into a summoning circle through its Chaos Stutter. With its legendary actions, it always uses Summoning Circle if available, but first attempts to bait a counterspell out, usually with its Baleful Trasposition. Conjurer Elementalist Medium humanoid (any), any alignment Armor Class 16 (Mage Armor) Hit Points 157 (21d6 + 84) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 18 (+4) 19 (+4) 16 (+3) 12 (+1) Saving Throws DEX +7, INT +8, WIS +7 Skills Acrobatics +7, Arcana +8, Perception +7 Damage Resistances Acid, Cold, Fire, Lightning Senses Darkvision 60 ft., Passive Perception 17 Languages Common Challenge 10 (5,900 XP) Liminal Straddle. Whenever the conjurer takes damage, roll a D20. On a 14-20, the conjurer disappears into the ethereal plane, reappearing at the beginning of its next turn in an unoccupied space within 30 feet of where it departed. Essence Warder. Elementals within 30 feet of the conjurer add +1 to their AC and saving throws, and have resistance to Acid, Cold, Fire, and Lightning damage. Chaos Shutter (3/day). If the conjurer fails a saving throw against a spell or magical effect, it can choose to succeed instead. If it does, each summoned creature under its control is pulled 15 feet towards the nearest Summoning Circle. A creature drawn into the circle in this way is destroyed. Actions Acid Dart. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit: 14 (4d6) acid damage. Chaos Sphere (3rd Level Spell, Concentration). A 5 foot diameter sphere of elemental energy appears in an unoccupied space the conjurer can see within 60 feet and lasts for a minute. The sphere's damage type can be the conjurer's choice of Acid, Cold, Fire, or Lightning. A creature that starts its turn within 5 feet of the sphere must succeed on a Dexterity saving throw or take 22 (4d10) damage of the chosen type, or half as much on a success. As a Bonus Action, the conjurer may move its chaos sphere up to 30 feet and change its damage type to the conjurer's choice of Acid, Cold, Fire, or Lightning. Elemental Shuffle (5th Level Spell, Recharge 5-6). Each friendly elemental within 60 feet of the conjurer may use its reaction to teleport up to 30 feet to an unoccupied space the elemental can see. Reactions Conjure Elemental (5th Level Spell, 1/Day). As a reaction to being reduced below 79 hit points, the conjurer summons an elemental from one of its summoning circles of a maximum CR based on the number of active summoning circles the conjurer has: 1 Summoming Circle: CR 2 2 Summoning Circles: CR 5 3 Summoning Circles: CR 7 Legendary Actions The conjurer can take 3 legendary actions, choosing from the options below. Planar Detritus (1st Level Spell). The conjurer rains down a mass of planar junk that forms a barrier (10 ft. wide; 5 ft. high; 5 ft. thick) in an unoccupied space it can see within 60 feet The wall provides partial cover to creatures sheltering behind it, and counts as difficult terrain for creatures climbing over it. Baleful Transpositon (3rd Level Spell). One creature the conjurer can see within 90 ft. must succeed on a DC 16 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the conjurer can see. Summoning Circle (7th Level Spell, 3/Day, Costs 2 Actions). The conjurer magically engraves a circle of glyphs on the ground around it that lasts for a minute. At the end of each of the conjurer's turns, a Mephit of the conjurer's choice that acts on initiative count 0 and under its control appears in the circle. If the conjurer has no active summoning circles, each creature summoned through one of them disappears.
Conjurer Demonologist Tactics The demonologist's summoned creatures are not friendly to it and do not act under its control, so its top priority is tying them up with other enemies to fight, through its Fiendish Shuffle and Baleful Transposition. It targets any creature not engaged with a demon with its Portal to Horror, otherwise moving aroudn the edges of combat and attacking in with its Abyssal Lash. Like the elementalist, it uses its Summoning Circle each turn if available, but immediately tries to get as far from the circle if it can to avoid being present when demons start to spill forth. Conjurer Emissary Tactics Conjurer emissaries show much less regard for their own safety than other conjurers, maddened as they are by the nearness of the Far Realm. They typically choose the first to engage with them as the subject of their next experiment, repeatedly striking them with Touch of Madness each turn until they transform, and using Draw of the Far Realm to either scatter any dogpile that forms around them, or to drag themselves out of it by voluntarily failing. Like other conjurerers, their top priority is in opening as many Doorways to Madness as possible in preparation for their Follow the Worms reaction. Conjurer Demonologist Medium humanoid (any), any alignment Armor Class 15 (Mage Armor) Hit Points 165 (22d6 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 19 (+4) 20 (+5) 17 (+3) 14 (+2) Saving Throws DEX +7, INT +10, WIS +8 Skills Arcana +10, Investigation +10, Perception +8 Senses Darkvision 60 ft., Passive Perception 18 Condition Immunities Charmed, Frightened Languages Abyssal, Common Challenge 13 (10,000 XP) Liminal Straddle. Whenever the conjurer takes damage, roll a D20. On a 14-20, the conjurer disappears into the ethereal plane, reappearing at the beginning of its next turn in an unoccupied space within 30 feet of where it departed. Name-Bearer. A demon summoned by the conjurer that attempts to take hostile action against it must first succeed on a DC 18 Wisdom saving throw. On a failed save, the fiend must choose a new target or lose the action. Chaos Shutter (3/Day). If the conjurer fails a saving throw against a spell or magical effect, it can choose to succeed instead. If it does, each summoned creature under its control is pulled 15 feet towards the nearest Summoning Circle. A creature drawn into the circle in this way is destroyed. Actions Multiattack. The conjurer makes two attacks with its abyssal lash. Abyssal Lash. Melee Spell Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (4d6) fire plus 9 (2d8) poison damage. A fiend hit by this attack cannot move closer to the conjurer on its following turn. Portal to Horror. One creature the conjurer can see within 60 feet must succeed on a DC 18 Strength saving throw or be dragged 30 feet toward one of the conjurer's summoning circles. A creature that ends this movement within 5 feet of the circle takes 14 (4d6) fire plus 22 (4d10) psychic damage. Fiendish Shuffle (5th Level Spell, Recharge 5-6). Each fiend within 60 feet of the conjurer must succeed on a DC 18 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the conjurer can see. Reactions Conjure Demon (6th Level Spell, 1/Day). As a reaction to being reduced below 79 hit points, the conjurer summons a demon from one of its summoning circles of a maximum CR based on the number of active summoning circles the conjurer has: 1 Summoming Circle: CR 5 2 Summoning Circles: CR 7 3+ Summoning Circles: CR 9 Legendary Actions The conjurer can take 3 legendary actions, choosing from the options below. Planar Detritus (1st Level Spell). The conjurer rains down a mass of planar junk that forms a barrier (10 ft. wide; 5 ft. high; 5 ft. thick) in an unoccupied space it can see within 60 feet The wall provides partial cover to creatures sheltering behind it, and counts as difficult terrain for creatures climbing over it. Baleful Transpositon (3rd Level Spell). One creature the conjurer can see within 90 feet must succeed on a DC 18 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the conjurer can see. Summoning Circle (7th Level Spell, 4/Day, Costs 2 Actions). The conjurer magically engraves a circle of glyphs on the ground around it that lasts for a minute. At the end of each of the conjurer's turns, an Abyssal Scavenger that acts on initiative count 0 appears in the circle. If the conjurer has no active summoning circles, each creature summoned through one of them disappears.
Conjurer Emissary Medium humanoid (any), any alignment Armor Class 17 (Natural Armor) Hit Points 130 (20d8 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 21 (+5) 9 (-1) 17 (+3) Saving Throws DEX +8, CON +8, INT +11, WIS +5 Skills Arcana +11, Perception +5 Senses Truesight 120 ft., Passive Perception 15 Condition Immunities Charmed, Frightened Languages Common, Deep Speech, Telepathy 120 ft. Challenge 20 (25,000 XP) Liminal Straddle. Whenever the conjurer takes damage, roll a D20. On a 14-20, the conjurer disappears into the ethereal plane, reappearing at the beginning of its next turn in an unoccupied space within 30 feet of where it departed. Open Mind. Aberrations and creatures with telepathic abilities within 120 feet may use the conjurer's senses and attack bonus in place of their own. Final Iteration (Mythic Trait, 1/Day). When the conjurer is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it gains 130 temporary hit points, becomes size Large as chitinous growths sprout from its body, gains a climb speed equal to its movement speed, and takes a second action on each of its turns. Chaos Shutter (3/Day). If the conjurer fails a saving throw against a spell or magical effect, it can choose to succeed instead. If it does, each summoned creature under its control is pulled 15 feet towards the nearest Summoning Circle. A creature drawn into the circle in this way is destroyed. Actions Touch of Madness. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d10) psychic damage and the target's Charisma score is reduced by 1d4 to a minimum of 1 until it completes a Short or Long Rest. A creature that has its Charisma score reduced to 1 in this way becomes a pseudonatural creature and is Charmed by the conjurer until cured by Greater Restoration or similar magic. Draw of the Far Realm (3rd level Spell). Each creature within 60 feet of one of the conjurer's Doorways to Madness must succeed on a DC 19 Strength saving throw or be dragged 15 feet towards the nearest one. Aberrant Shuffle (5th Level Spell, Recharge 5-6). Each friendly aberration within 60 feet of the conjurer may use its reaction to teleport up to 30 feet to an unoccupied space the aberration can see. Reactions Follow the Worms (7th Level Spell, 1/Day). As a reaction to being reduced below 66 temporary hit points while its mythic trait is active, the conjurer summons an aberration that rolls its own initiative from one of its Doorways to Madness of a maximum CR based on the number of active doorways the conjurer has: 1 Doorway: CR 9 2 Doorways: CR 11 3 Doorways: CR 13 4+ Doorways: CR 15 Legendary Actions The conjurer can take 3 legendary actions, choosing from the options below. Planar Detritus (1st Level Spell). The conjurer rains down a mass of planar junk that forms a barrier (10 ft. wide; 5 ft. high; 5 ft. thick) in an unoccupied space it can see within 60 feet The wall provides partial cover to creatures sheltering behind it, and counts as difficult terrain for creatures climbing over it. Baleful Transpositon (3rd Level Spell). One creature the conjurer can see within 90 feet must succeed on a DC 19 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the conjurer can see. Doorway to Madness (8th Level Spell, 5/day, Costs 2 Actions). The conjurer opens an ethereal doorway in an unoccupied space within 5 feet it that lasts for a minute. At the beginning of each of the conjurer's turns, a Carrion Crawler that acts on the conjurer's initiative and under its control appears in the doorway. If the conjurer has no active doorways, each creature summoned through one of them disappears. A non-aberration creature that is not immune to fear that starts its turn within 15 feet of one or more doorways must succeed on a DC 19 Intelligence saving throw or take 22 (4d10) psychic damage.
Art Credits Otherworldly Gaze by Chris Cold Skilled Animator by Jason Engle The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel