Summon: Syldra

Summon: Syldra
Level6th Level Casting Time1 action Range20m
AoESingle DurationConcentration, up to 1 hour
SchoolAqua ComponentsV, S, M (a water crystal, which is a magicite that has been infused with the power of the ocean, worth at least 500gp)
ClassesBlack Mage

"I call upon the master of the oceans, commander of the storm, and the Dragon of the Deep... I summon thee! Come, Syldra!"

As you hold up the piece of magicite, you draw on energy from the Elemental Plane of Water and call forth a manifestation of Syldra, the Dragon of the Deep.

A Huge manifestation of Syldra appears for the duration in an unoccupied area within 20m of you. Syldra is considered to be a creature that has HP equal to 30 + half of your maximum HP. If she drops to 0 HP, the spell ends and she dematerialises into a burst of water. She knows how to speak and read Ivalician, Draconic and Aquan, and you can communicate telepathically to one another. She has the following stats:

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 14 (+2) 18 (+4) 14 (+2)

AC15 (natural armour)
Speed6m, Swim: 24m
Damage ImmunitiesWATER, LIGHTNING
Damage ResistancesACID, ICE; BLUNT, SLASH, PIERCE from non-magickal attacks
Condition ImmunitiesAblaze, Berserk, Charm, Confusion, Exhaustion, Instant KO
SensesDarkvision 20m, passive Perception 14

Syldra is summoned with six floating orbs of water that surround her. These orbs are used by Syldra's abilities, and emit light. If you have four or more orbs remaining, they shed bright light in a 6m radius and dim light for an additional 6m. If you have one to three motes remaining, they shed dim light in a 6m radius.

Syldra grants the ability to breathe water as per the Aqualung spell to all allies whom you designate who are touching her. This effect lasts for as long as they remain in contact with Syldra, and remains in effect for 1 hour after they stop touching her.

When you cast this spell, and as a bonus action on your turn, provided that Syldra is within 100m of you and not

Incapacitated
, you can move Syldra a distance up to her speed, and you can mentally command Syldra to do one of the following abilities:

At the DM's discretion, Syldra could perform other actions, such as interacting with objects. Syldra is a Neutral Good creature, so if you or your allies are performing acts strongly not aligned with hers, Syldra can force you to make a DC 15 CHA save at the end of your turn. On a failed save, Syldra can dismiss himself back to the Elemental Plane of Water. On a successful save, Syldra remains in your services, but the DC of this CHA save increases by 5.

<