Archsage (5e Creature)
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Medium humanoid (any race), any alignment
Saving Throws Int +10, Wis +7
Brute. A melee weapon deals one extra die of its damage when the archsage hits with it (included in the attack).
Magic Resistance. The archsage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archsage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The archsage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
*The archsage casts these spells on itself before combat.
Multiattack. The archsage makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the archsage 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 archsage. A creature can benefit from only one Leadership die at a time. This effect ends if the archsage is incapacitated.
Parry. The archsage adds 5 to its AC against one melee attack that would hit it. To do so, the archsage must see the attacker and be wielding a melee weapon.
An archmage with the Master template applied to it. Archsages are almost unparalleled in the field of magic, having reached a mastery that few mortals ever come close to grasping. A benevolent archsage might advise the court of an emperor, while an evil one might rule over an empire with an iron fist. Those that are neither good nor evil tend to seclude themselves in ancient forts and lonely towers. An archsage will often have several apprentices, and the abode of an archsage is warded by the strongest of spells.