Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
BIOMANCER

Medium humanoid (any race), neutral good


Armor Class 17 (spli nt)
Hit Points 110 (17d 8 + 34 )
Speed 30 ft.


STR
10 (+0)

DEX
15 (+2)

CON
14 (+2)

Saving Throws Int +9, Wis +6
Skills Arcana +9, Nature +9
Senses passive Perception 12


INT
20 (+S)

Languages Common plus any one language
Challenge 10 (S,900 XP)


WIS
14 (+2)

CHA
15 (+2)

Bolstering Presence. The biomancer magically emanates
life-giving energy within 30 feet of itself. Any ally of the bio·
mancer that starts its turn there regains 5 (ld10) hit points.


Magic Resistance. The biomancer has advantage on saving
throws against spell s and other magical effects.


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


Spellcasting. The biomancer is a 16th-level Si m ic 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): counterspe/I, 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 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weather

ACTIO N S
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar·
get. Hit:^5 (ld6 + 2) slashing damage.
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