Large Dragon, Chaotic Neutral
Armor Class 17 (Natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft., Fly 45 ft. (hover)
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Skills Deception +5, Persuasion +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 80ft. , Passive Perception 13
Languages Auran, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Air Form(3/day). The Air Drake can find a way into or out of any room by transforming into an airy form to flow through any crack or hole. This form lasts for 1 hour or until the Drake ends it as a bonus action. 

Spellcasting. The Air Drake is a 6th-level spellcaster. Its spellcasting ability is Charisma(spell save DC 16, +8 to hit with spells). The Air Drake has the following sorcerer spells prepared:

  • Cantrips(at will): Gust, Thunderclap
  • 1st level(4 slots): Feather Fall, Thunderwave, Warding Wind
  • 2nd level(3 slots): Dust Devil, Gust of Wind
  • 3rd level(3 slots): Call Lightning, Thunder Step, Wind Wall

Theurgian Knowledge. Using its deep understanding of magic, the Air Drake can manipulate its spells using the following options:

  • Empowered Spell. When the Air Drake rolls damage for a spell, it can reroll any of the spell's damage die. It must use the new roll. 
  • Heightened Spell. When the Air Drake casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against that spell. 
Actions

Multiattack: The Air Drake makes three attacks, one with its Bite and two with its Talons. 

Bite: Melee weapon attack, +8 to hit, reach 5ft, one target. Hit 18(4d6+4) slashing damage plus 7(2d6) force damage. 

Talon: Melee weapon attack, +8 to hit, reach 5ft, one target. Hit 17(2d12+4) slashing damage plus 4(1d8) force damage. 

Description

Created from the winds of Skyfall Canyon, out in the Scalded Deserts and spreading through the mountain ranges, this magical drake was a powerful weapon in the Great War, calling great gusts of wind to repel ranged weaponry and attacking with the force of a biting gale. After the war, most of the drakes returned to Skyfall Canyon, where they found homes. Some returned to Rhymorra in search of a greater power to serve. Others entered the Ethereal Plane, seeking isolation after the bloodshed they had witnessed, though this led to the corruption of many of these drakes after they realized that there was greater power to be found in the Ethereal Plane. 

Winds of Change. Air Drakes rarely stay in one place, traveling far and wide to discover more about the world around them. They tend to bond with those who also wish to wander the world, taking them on adventures to explore the great unknown. Some say that Air Drakes take those who wish to explore to the Forgotten Isle. When these companions die, the Air Drake leaves behind all worldly possessions except for anything that it can wear, such as a bracelet or necklace, and moves on to continue adventuring. 

Magical Connection. Because they are found in the air of Skyfall Canyon, Air Drakes are connected to Ether, the god of magic and winds. This connection grants them a unique understanding of magic: they are the only Drakes that know Theurgian. Air Drakes are often sought out because of this knowledge, but these Drakes will only teach Theurgian to those who they bond with. Some attempt to capture Air Drakes, but Air Drakes are rarely easy to catch as their air magic gives them the ability to become like air for a period of time. 

Companion Bonds. When the Air Drake bonds with a rider, they allow that rider to cast some of their magic. Their companion can cast the following spells: Feather Fall, Warding Wind. If a rider doesn't have a spellcasting class, they use one ability score of their choice to cast these spells.  

Shadowtouched_Rezakiri

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