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Conjurist (Human Conjurer 7)

Conjurist CR 6

XP 2,400
Human conjurer 7
N Medium humanoid
Init +5; Senses Perception +5


AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 45 (7d6+21)
Fort +5, Ref +4, Will +6


Speed 30 ft.
Melee cold iron or alchemical silver dagger +2 (1d4–1/19–20)
Ranged cold iron or alchemical silver dagger +4 (1d4–1/19–20)

Arcane Spell-Like Abilities (CL 7th; concentration +12)

8/day—acid dart (1d6+3 acid)

Wizard Spells Prepared (CL 7th; concentration +12)

4thdimension door, summon monster IV
3rdhaste, stinking cloud (DC 18), summon monster III
2ndglitterdust (DC 17), invisibility, minor image (DC 17), summon monster II
1stgrease (DC 16), mage armor, magic missile (2), protection from good, summon monster I
0 (at will)——detect magic, ghost sound (DC 15), mage hand, ray of frost
Prohibited Schools enchantment, necromancy


Str 8, Dex 13, Con 14, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 17
Feats Augment Summoning, Craft Wondrous Item, Defensive Combat Training, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Appraise +10, Craft (traps) +15, Craft (jewelry) +10, Fly +10, Handle Animal +5, Intimidate +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (planes) +15, Knowledge (religion) +10, Linguistics +10, Perception +5, Spellcraft +15
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
SQ arcane bond (quasit familiar), summoner's charm (3 rounds)
Combat Gear lesser metamagic rod (silent), scrolls of expeditious retreat, obscuring mist, see invisibility, black tentacles; Other Gear alchemical silver dagger, cold iron dagger, cloak of resistance +1, headband of vast intellect +2
Boon A conjurist can provide hidden lore about one type of outsider, granting a +2 circumstance bonus on the next Charisma-based check PCs make with that type of creature.