All Will Be One: As an action Atraxa commands all power from Phyrexia she can unleash, she has advantage on all attacks and checks while All Will Be One is active. Her AC is boosted by 4 and can cast an action spell as a bonus action up to level 3.
Phyrexian Endurance: Atraxa heals 2d12 hitpoints each round.
Spells:
1st level: Shield, Absorb Elements, Cause Fear, Hellish Rebuke, Hex, Inflict Wounds (6 times a day)
2nd level: Acid Arrow, Blindness & Deafness, Blur, Mirror Image, Misty Step (6 times a day)
3rd level: Lightning Bolt, Animate Dead, Counterspell, Fly, Vampiric Touch (4 times a day)
4th level: Banishment, Blight, Dimension Door, Wall of Fire (4 times a day)
5th level: Cone of Cold, Contagion, Destructive Wave, Dominate Person (3 times a day)
6th level: Arcane Gate, Chain Lightning, Circle of Death (2 times a day)
All Will Be Complete: As an action Atraxa gains the aid of Phyrexia in her mental fortitude. Will this trait is active Atraxa can concentrate on 2 spells at once.
Smite of Phyrexia: +12 to hit, range 10ft, Hit: 3d10+5 + 2d6 poison
Fluid in Motion: As a Bonus Action Atraxa can assume an oily form and move to an unoccupied space within 30ft of herself. When she reappears a burst of oil explodes in a 10 foot radius dealing 6d6 poison damage. On a DC 15 dex saving throw success a creature will take half damage.
Attack of opprtunity
Atraxa Angel of Phyrexia has 5 Legendary Action points to use
Spear of Phyrexia: (2 points) Atraxa can make a spear attack.
All Is One: (2 points) Atraxa summons 1d6 Angels.
Phyrexian Spells: (4 points) Atraxa can cast a spell.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Atraxa is a visage of beauty and power eloquently bundled into one incredible being, her wings are powerful and dominating. The crown of her head split out to form 2 ivory coated horns with the symbol of Phyrexia. She speaks with the voice of the Mother of All and is the most powerful of the Praetors.
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.
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