Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You summon a Guard Drake it appear in a unoccupied space that you can see within range. Choose one of the following options for what appears:

  • Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.

  • Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.

  • Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.

  • Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.

  • White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.

Each drake disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics. Sample creatures can be found below.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: two Guard Drake's 5th-level slot, three Guard Drake's with a 7th-level slot, and four Guard Drake's as many with a 9th-level slot.

Spell Tags: Summoning

Available For: Wizard (Legacy) - School of Conjuration (Legacy)

Dreddnot

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