You utter an age-old evocation that summons a drake to defend you or a friend.
Ranged 5
Effect: You summon a Small guard drake in an unoccupied square within range. Choose yourself or an ally as the character the drake guards. The drake has speed 6. You can give the drake the following special commands. On the turn you summon the drake, you give the first command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is marked by the drake until the end of your next turn.
Immediate Interrupt: Triggered when an enemy adjacent to the drake makes an attack roll against the character guarded by the drake; melee 1; targets the triggering enemy; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target takes a penalty to the interrupted attack roll equal to your Wisdom modifier.
Summon Guard Drake is a 5th-level druid daily attack power. You summon an allied drake to do your bidding for you. The drake has hit points equal to your bloodied value, and defenses equal to your own. If it drops to zero hit points, it is destroyed, and you lose a healing surge. If you have no surges left, you instead lose HP equal to half your bloodied value. The drake has no healing surges of its own, but if a power allows it to spend a surge, you can spend one for it. The summoned drake lasts until the end of the encounter, or until dismissed as a minor action, then disappears.
You can command the creature by spending actions to control it mentally. Line of effect is required. When controlling, you share knowledge but not senses. As a minor action, you can command the drake to do one of the following, if capable: crawl, escape, fly, open/close a door or container, pick up/drop an item, run, stand, shift, squeeze, or walk. Commanding the drake to attack in battle is a standard action.[PrP:42][PH2:221]