Medium Humanoid, Lawful Evil
Armor Class 14 (environ suit)
Hit Points 65 (10d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +5, INT +8, WIS +6
Skills Deception +4, History +7, Investigation +7, Medicine +7, Stealth +4
Condition Immunities Blinded, Deafened, Grappled, Poisoned
Senses Darkvision, Passive Perception 13
Languages Common Common, Eliksni
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ancient Transmat. As an action Atraks can teleport up to 30 feet. Vex transmat effect.

Software Mastermind. Atraks has expertise in the date skill. Whenever Atraks makes a skill check to hack or manipulate software this creature may have advantage on the check.

Spellcasting. Atraks is a 10-level spellcaster. Its spellcasting ability is INT (spell save DC 15, +7 to hit with spell attacks). Atraks has following Wizard spells prepared:
Cantrips (at will): technomancy, magic mic 
1st level (4 slots): memorize, scramble targeting, technical difficulties
2nd level (3 slots): circuit breaker, perception hack
3rd level (3 slots): hold ship, greater mending
4th level (2 slots): intensify gravity, logic bomb

Actions

Multiattack. Whenever Atraks makes an attack she can make and attack with her chronology rifle and an attack with her aeon maul.

Chronology Rifle. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: # (1d12 + 5) lightning damage. 

Aeon Maul. Ranged Weapon Attack: +7 to hit, range 5/30 ft., one target. Hit: 10 (2d10) radiant damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

clayworm1

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