Sources
CR
Type
Size
Alignment
Movement

Biomancer

Medium Humanoid (any race), Neutral Good

Armor Class 17 (splint armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
10
+0
DEX
15
+2
CON
14
+2
INT
20
+5
WIS
14
+2
CHA
15
+2
Saving Throws INT +9, WIS +6
Skills Arcana +9, Nature +9
Senses passive Perception 12
Languages Common plus any one language
Challenge 10 (5,900 XP)

Traits

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

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 slot): move earth, wall of ice

7th level (1 slot): prismatic spray

8th level (1 slot): control weather

Actions

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

Lore

Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.