Flyby. The phoenix doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet while it's awake.
Immortal Soul. When the phoenix dies, instead of leaving behind a body it leaves behind a small golden egg inside a small pile of ashes. This egg will hatch in 1d4+2 days or immediately if a light or fire spell is cast on it.
Should the egg be destroyed, it will put itself back together in 1d6 days and then start the process again. The pieces of shell need to be close to each other.
The little baby Phoenix that hatches will retain the memories of it's old life.
Fire Ray. Ranged Spell Attack. +5 to Hit. Range 20 ft. 1d10 fire damage.
Claw Attack. Magic melee weapon attack. +3 to Hit. 5 ft. range. Two attacks per Round, each dealing 1d4+3 damage. (Can't be used two consecutive times)
Beak Attack. Magic melee weapon attack. +3 to Hit. 5 ft. range. 1d6+3 damage.
1/Long Rest: Protective Shroud. Shrouds one willing creature in magic aura for 1d4 hours. Creature gains advantage on saving throws against spells that affect their mind while the Phoenix is in 5 ft. range and +2 to AC.
2/Long rest: Burning Wings. When hit by a melee attack, the Phoenix can use it's reaction to immediately scorch its attacker for 1d8 Fire damage that ignores all resistances.