Monster
Biomancer
Outside your table’s allowed sources
Official reference · GGR · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 17 (splint armor)
- Hit points
- 110 (17d8 + 34)
- Speed
- Walk 30 ft.
- Challenge rating
- 10
- Alignment
- Neutral Good
- Strength
- 10
- Dexterity
- 15
- Constitution
- 14
- Intelligence
- 20
- Wisdom
- 14
- Charisma
- 15
- Passive Perception
- 12
- Saving Throws
- int: +9; wis: +6
- Skills
- arcana: +9; nature: +9
- Languages
- Common plus any one language
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 Weapon Attack: +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:
Spell slots: 0: spells: acid splash, light, mending, poison spray, shocking grasp; 1: slots: 4; spells: detect magic, grease, shield; 2: slots: 3; spells: alter self, darkvision, enlarge/reduce, hold person; 3: slots: 3; spells: counterspell, dispel magic, haste, protection from energy; 4: slots: 3; spells: confusion, conjure minor elementals, polymorph; 5: slots: 2; spells: cone of cold, creation, hold monster; 6: slots: 1; spells: move earth, wall of ice; 7: slots: 1; spells: prismatic spray; 8: slots: 1; spells: control weather