You call forth a drake servant. The drake disappears when it drops to 0 hit points or when the spell ends.
The drake is friendly to you and your companions for the duration. Roll initiative for the drake, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the drake, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the drake doesn't disappear. Instead, you lose control of the drake, it becomes hostile toward you and your companions, and it might attack. An uncontrolled drake can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has a list of the drakes' stats sheets
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