Biomancer

(Guildmasters' Guide to Ravnica)

Medium humanoid (any race), Neutral Good

Armor Class17 (splint armor)
Hit Points110 (17d8 + 34)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 15 (+2) 14 (+2) 20 (+5) 14 (+2) 15 (+2)
Saving ThrowsInt +9, Wis +6
SkillsArcana +9, Nature +9
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 12
LanguagesCommon plus any one language
Challenge10

Traits

Bolstering Presence.

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.

Magic Resistance.

The biomancer has advantage on saving throws against spells and other magical effects.

Actions

Scimitar.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spellcasting

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