Biomancer

Medium humanoid (any race), Neutral Good

Armor Class

17 (splint armor)

Hit Points

110 (17d8+34)

Speed

walk 30 ft.

Saves

Int +9, Wis +6

Skills

Arcana +9, Nature +9

Languages

Common plus any one language

Challenge

10

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.

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 (at will): acid splash, light, mending, poison spray, shocking grasp • 1st level (4 slots): detect magic, grease, shield • 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person • 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy • 4th level (3 slots): confusion, conjure minor elementals, polymorph • 5th level (2 slots): cone of cold, creation, hold monster • 6th level (1 slots): move earth, wall of ice • 7th level (1 slots): prismatic spray • 8th level (1 slots): control weather

Actions

Scimitar

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