Conjurer Wizard

Medium Humanoid, Any Alignment

STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Spellcasting.

The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: dancing lights, mage hand, prestidigitation

2/day each: fireball, mage armor, unseen servant

1/day each: fly, stinking cloud, web

Actions

Multiattack.

The conjurer makes three Arcane Burst attacks.

Arcane Burst.

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.

Bonus Actions

Benign Transportation (Recharge 4-6).

The conjurer teleports, along with any equipment it is wearing or carrying, 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.

Summon Elemental (1/Day).

The conjurer magically summons an air elemental, an earth elemental, a fire elemental, or a water elemental. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.

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Conjurer Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 260 - Licenses and attribution