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

