Summon Dragon
Level 5 Conjuration (Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC | 14 + the spell’s level |
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HP | 50 + 10 for each spell level above 5 |
Speed | 30 ft., Fly 60 ft., Swim 30 ft. |
Str 19 (+4) Dex 14 (+2) Con 17 (+3)
Int 10 (+0) Wis 14 (+2) Cha 14 (+2)
Resistances | Acid, Cold, Fire, Lightning, Poison |
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Immunities | Charmed, Frightened, Poisoned |
Senses | Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 |
Languages | Draconic, understands the languages you know |
CR None (XP 0; PB equals your Proficiency Bonus)
Traits:
Shared Resistances: When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.
Actions:
- Multiattack: The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
- Rend: Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell’s level Piercing damage.
- Breath Weapon: Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.
Class: Wizard