17 (splint armor)
110 (17d8+34)
walk 30 ft.
Int +9, Wis +6
Arcana +9, Nature +9
Common plus any one language
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.
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
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.