Medium humanoid (any race), Neutral Good
| Armor Class | 17 (splint armor) |
|---|---|
| Hit Points | 110 (17d8 + 34) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 14 (+2) | 20 (+5) | 14 (+2) | 15 (+2) |
| Saving Throws | Int +9, Wis +6 |
|---|---|
| Skills | Arcana +9, Nature +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common plus any one language |
| Challenge | 10 |
The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.
The biomancer has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared:
Cantrips: acid splash, light, mending, poison spray, shocking grasp
Level 1 (4 slots): detect magic, grease, shield
Level 2 (3 slots): alter self, darkvision, enlarge/reduce, hold person
Level 3 (3 slots): counterspell, dispel magic, haste, protection from energy
Level 4 (3 slots): confusion, conjure minor elementals, polymorph
Level 5 (2 slots): cone of cold, creation, hold monster
Level 6 (1 slots): move earth, wall of ice
Level 7 (1 slots): prismatic spray
Level 8 (1 slots): control weather