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Celestial Drake in Dungeons & Dragons 5e

Celestial Drake

Large celestial, drake, lawful good
Armor Class: 10 + 1 per spell level
Hit Points: 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed: 60 ft

STR

15 +2

DEX

12 +1

CON

14 +2

INT

6 -2

WIS

15 +2

CHA

8 -1

Saving Throws: STR +2, DEX +1, CON +2, INT -2, WIS +3, CHA -1
Skills:

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.

Condition Immunities: Charmed
Senses:

Passive Perception 15

Darkvision 60ft

Languages: Common, Draconic, Telepathy 1 Mile only with Master
Proficiency Bonus: 0

1/day:

Detect Evil and Good: Concentration, 30ft sphere from self, 10 min

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Calm Emotions: Concentration, 60ft range, 20ft sephere, 1 min

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Sanctuary: 1 min, 30 ft range

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom (DC 14) saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

Bonus Actions

Healing Touch (Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.

Legendary Actions

When the Drake's master falls dead, it may choose to give up its corporeal form to bring its master back to life. If it chooses to do so, the drake permanently returns to the celestial plane and will not return when summoned.

Whether or not it chooses to do so will depend upon a successful DC roll.

Usual Tactics

Drake prioritizes protecting its master, unless otherwise told to protect someone else.


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