War Mage (5e Creature)
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Medium humanoid (any race), any alignment
Durable Magic. While the mage is concentrating on a spell, it gains a +2 bonus to AC and all saving throws.
Cantrips (at will): chill touch, dancing lights, mage hand, mind sliver, prestidigitation
Tactical Wit. The mage gains a +5 bonus to initiative rolls.
Warmage's Resilience. At the start of each of the mage's turns, it gains 5 temporary hit points if it has at least 1 hit point.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Deflecting Shroud. When the mage is hit by an attack or fails a saving throw, it can retroactively gain +2 to its AC against that attack or a +4 bonus to that saving throw, potentially causing the attack to miss or the saving throw to succeed. When the mage does so, up to three creatures within 60 feet of the mage of the mage's choice take 7 (2d6) force damage, and the mage can't cast spells other than cantrips until the end of its next turn.