Drake, Light

Family: Drake

Tiny dragon, neutral good

Armor Class 13
Hit Points 24 (7d4 + 7)
Speed 20 ft., fly 60 ft. (hover)

7 (-2) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 14 (+2)

Skills Acrobatics +5, Perception +3
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 1/2 (100 XP)

Special Traits

  • Reflective Scales. When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight.
  • Innate Spellcasting. The light drake’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Breath Weapon (Recharge 6). A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage but isn’t blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.


The light drake is a small, bulky dragon with two legs and two wings. It has glowing, yellow eyes, and light reflects easily off its golden scales.

Light Bringers. Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the dark denizens of the Underworld. They are regularly hunted by such denizens who offer large rewards for their golden hides.

Social Trinket Collectors. Light drakes are social creatures that live in small, glowing colonies in the caverns of the Underworld. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness of the Underworld, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering gold and jewels.

Undead Slayers. Light drakes despise undead and creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for will-o’-wisps. When a will-o’-wisp has been spotted in a light drake colony’s territory, packs of the drakes tirelessly hunt for the creature until it is slain.

Familiar. Some light drakes are willing to serve good-aligned spellcasters as a familiar. Such light drakes have the following trait. The light drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the light drake senses as long as they are within 1 mile of each other. While the light drake is within 10 feet of its companion, the companion gains the sacred flame* cantrip, using the companion’s spell save DC or the light drake’s, whichever is higher. At any time and for any reason, the light drake can end its service as a familiar, ending the telepathic bond.

Section 15: Copyright Notice

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