Skip to the adventure
Creatures

Meridian Drake

A luminous celestial drake with nonlethal roof tactics, complete attacks, and a three-success calming procedure.

Creature profile

Type Large celestial, neutral
Armor Class 16 (starlit scales)
Hit Points 95 (10d10 + 40)
Speed 30 ft., fly 60 ft.
Ability Scores STR 18, DEX 16, CON 18, INT 8, WIS 17, CHA 15
Saves and Skills Dexterity +6, Wisdom +6; Insight +6, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages understands Celestial and Auran; telepathy 30 ft. through images
Challenge 7 (2,900 XP)

Traits

Mechanism Sense. The drake always knows the direction to the nearest active celestial route instrument within one mile. Gentle Orbit. It deals nonlethal damage unless attacked with lethal force.

Actions

Multiattack. Two Star Claw attacks. Star Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.; 13 (2d8 + 4) radiant. Meridian Breath (Recharge 5-6). A 30-foot cone deals 27 (6d8) radiant damage, DC 15 Dexterity save for half.

Tactics and roleplaying

The drake circles the hidden mechanism, shoves intruders away, and never pursues anyone off the roof. Three DC 15 Animal Handling, Arcana, or Persuasion successes calm it. Revealing the mechanism grants one automatic success.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

← Back to the Compendium