Page 257 - Guildmasters' Guide to Ravnica
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B IOMANCER                                         Spellcasting. The biomancer is a 16th-level Simic spellcaster.
           Medium humanoid (any race), neutral good           Its spellcasting ability is Intelligence (spell save DC 17, +9 to
                                                              hit with spell attacks). The biomancer has the following wizard
                                                              spells prepared:
           Armor Class 17 (splint)
           Hit Points 110 (17d8 + 34)                         Cantrips (at will): acid splash, light, mending, poison spray,
           Speed 30 ft.                                        shocking grasp
                                                              1st level (4 slots): detect magic, grease, shield
              STR    DEX    CON     INT    WIS     CHA        2nd level (3 slots): alter self. darkvision, enlarge/reduce,
             10 (+0)   15 (+2)   14 (+2)   20 (+S)   14 (+2)   15 (+2)   hold person
                                                              3rd level (3  slots): counterspe/I, dispel magic, haste, protection
           Saving Throws Int +9, Wis +6                        from energy
           Skills Arcana +9, Nature +9                        4th level (3 slots): confusion, conjure minor elementals,
           Senses passive Perception 12                        polymorph
           Languages Common plus any one language             5th level (2 slots): cone of  cold, creation, hold monster
           Challenge 10 (S,900 XP)                            6th level (1 slot): move earth, wall of  ice
                                                              7th level (1  slot): prismatic spray
           Bolstering Presence. The biomancer magically emanates   8th level (1  slot): control weather
           life-giving energy within 30 feet of  itself. Any ally of  the bio·
                                                              A CTIO N S
           mancer that starts its turn there regains 5 (ld10) hit points.
                                                              Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar·
           Magic Resistance. The biomancer has advantage on saving   get. Hit: 5 (ld6 + 2)  slashing damage.
           throws against spells and other magical effects.



           l  11  \P'l IR b  I  fRIEl\O!i AND  FOE
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