Mage Hero (5e Creature)
From D&D Wiki
Medium humanoid (any race), any alignment
Saving Throws Dex +10, Con +11, Int +10, Wis +10, Cha +9
Brute. A melee weapon deals one extra die of its damage when the hero hits with it (included in the attack).
Magic Weapons. The hero's weapon attacks are magical.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
*The hero casts these spells on itself before combat.
Multiattack. The hero makes four attacks and casts a cantrip.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage when used in two hands, plus 14 (4d6) damage of one of the following types (hero's choice): acid, cold, fire, force, or lightning.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hero can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hero. A creature can benefit from only one Leadership die at a time. This effect ends if the hero is incapacitated.
Parry. The hero adds 6 to its AC against one melee attack that would hit it. To do so, the hero must see the attacker and be wielding a melee weapon.
A mage guardian with the Master template applied to it. Mage heroes are formidable warriors and spellcasters. They can challenge even the most powerful of enemies, standing toe-to-toe with all manner of horrible foes, though they are especially good at fighting spellcasters. A mage hero is often one of, if not the most, powerful combatant on a battlefield, and their mere presence can make or break an army's morale.