Small Celestial, Any Lawful Alignment
Armor Class 14 scales
Hit Points 16 (4d6 + 4)
Speed 25 ft., Fly 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +4, WIS +6
Skills Religion +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Senses Passive Perception 14
Languages Celestial, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Arclight's Blessing. The Arclight drake can touch a point in space and cause a 30 foot sphere to appear centered on the point. The sphere appears as a softly glowing yellow light. Any creature who spends 1 hour in the sphere gains temporary hit points equal to the drake's wisdom modifier (4 hit points). The sphere disappears after one hour or if the drake leaves the sphere. Fiends, undead, and aberrations cannot benefit from this effect.

Innate Spellcasting. The Arclight Drake can innately cast spells. Its innate spellcasting ability is wisdom.

3 Times a Day: Guidance 

Once a Day: Detect Good and Evil

Celestial Beam. When the Arclight drake uses the Ray of light attack action it can instead choose to target a friendly creature. The attack must still hit but in place of radiant damage the beam heals the target. The drake can only choose to do this when it is actively engaged in combat. Only creatures that are conscious can benefit from this trait. Fiends, undead, and aberrations cannot benefit from this effect.

Actions

Ray of Light. Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit: 4 (1d4 + 2) radiant damage. 

Claw. Melee attack: +2 to hit, range 5ft., one target. hit 3(1d6) slashing damage

Radiant breath. 1/long rest. The dragling exhales radiant energy in a 15 foot cone.  Each creature in that cone must make a DC 12 Dexterity saving throw, or take 2d6 radiant damage on a failed save or half on a successful save

Soulscar

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