THE SHARED REFERENCE Adventurer

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.

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:

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

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