Reborn: When Azor Khul is reduced to 0 HP, the Fane of Tiamat activates, infusing him with the raw essence of Tiamat. He immediately rises back to life. Roll a 1d10 to determine which of Tiamat's Heads infuse him first. (On a roll of 1 – 2 he assumes the White Dragon Form, on a roll of 3-4 he assumes the black dragon form, on a roll of 5-6 he assumes the green Dragon Form, on a roll of 7-8 he assumes the Blue Dragon Form, on a roll of 9 – 10, he assumes the Red Dragon Form). He has resistance to all forms of elemental damage and immunity to the type of damage the dragon is normally immune to. Additionally when Azor Khul changes forms he loses concentration on any spell or effect he is concentrating on. Also when changing to this form Azor Khul gains four legendary resistances.
Azur Khul has multiple different forms when he is infused with the power of Tiamat, these forms each have several additional abilities. Additionally the first time he assumes the forms a special effect occurs as follows:
White
Blast of Ice: Around Azor Khul a huge field of ice forms, affecting an area of 120' radius around him. Creating a field of ice. This field persists until the End of Azor Khul's next turn, and any creature that is not immune to cold damage is subjected to the effects of the grease spell when on any of these squares of icy terrain, the save DC to avoid this effect is Dexterity 19. Azor Khul moves through the field at double his regular speed, skating over the ice.
Frightful Presence: When Azor Khul assumes this form for the first time all creatures of his choice within 120' of him must make a DC 19 Wisdom save or be frightened of him. They may repeat this save at end of their turn. This effect remains effective while Azor Khul himself is not visible if his Mislead is.
Black
Eyeballs Deep In Muddy Water: When Azor Khul assumes this form, the entire Inner Sanctum completely fills with murky water. This water is particularly dark and murky, giving light obscurement within 15' and total obscurement beyond that.
Frightful Presence: When Azor Khul assumes this form for the first time all creatures of his choice within 120' of him must make a DC 19 Wisdom save or be frightened of him. They may repeat this save at end of their turn. The effect persists if the creature is aware of Azor Khuls presence, even if he is obscured by murky water.
Green
Shadows and Mirrors: Azor Khul is immediately effected by the mirror image spell. Additionally, he is immediately affected by the spell Mislead, which does not require his concentration, he teleports 60' and is considered to be hidden. The Mislead is also affected by Mirror Image.
Forested Frenzy: When Azor Khul first assumes this form an illusory forest is created as per the Mirage Arcana spell, this forest lasts until Azor Khul changes forms. It produces a movement slowing effect as per the spell Plant Growth, and is not dispellable. Any creatures that is 5' or more feat away is considered to have partial cover, any creature that is 20' or more away in the forest is considered to have total cover. Azor Khul may see through this forest and creatures within are not considered obscured to him. This forested region acts as regular foliage for the purposes of Druidic spells.
Frightful Presence. When Azor Khul assumes this form for the first time all creatures of his choice within 120' of him must make a DC 19 Wisdom save or be frightened of him. They may repeat this save at end of their turn. This effect remains effective while Azor Khul himself is not visible if his Mislead is.
Blue
Lightning Surge. Azor Khul is immediately affected as though by the haste spell, this effect lasts for two rounds and cannot be dispelled by any means it does not require concentration. Additionally a field of crackling static and electrical energy surges around Azor Khul, moving away from him and expanding to fill the room, any creature within 120' of him must make a DC 19 Dexterity save or take 3d6 electrical damage and lose the ability to make reactions.
Commander of Troops. When, assuming Blue Dragon Form, Azor Khul immediately summons 1 – 2 Hobgoblin Commanders, 2d6 Hobgoblin Sergeants, or 3d12 Hobgoblins. They all appear anywhere within Azor Khul's vision, They are immune to Lightning damage, and have the regular immunities possessed by devils, and have Devil's Sight. They have half their normal HP, in the case of the regular Hobgoblins they have 1 HP. When Azor Khul shifts forms the creatures cease to exist.
Frightful Presence. When Azor Khul assumes this form for the first time all creatures of his choice within 120' of him must make a DC 19 Wisdom save or be frightened of him. They may repeat this save at end of their turn.
Red.
Burst of Flame. When Azor Khul first assumes this form his body is engulfed in flames, which immediately explode in a radius 20 sphere around him, forcing all creatures in that area to take 14d6 fire damage, Dexterity Save 19 for half. This effect occurs before Azor Khul's Aura of Awe.
Aura of Awe. Azor Khul's Red Dragon Form has with it the might of the most powerful of Dragons, when Azor Khul assumes this form, all creatures of Azor Khul's choice within 120' of him must make a DC 19 Wisdom save or be charmed by him, they can repeat this save at the end of their turn. Additionally if they are affected by this effect and Azor Khul shifts forms the effect ends immediately.
Frightful Presence. When Azor Khul assumes this form for the first time all creatures of his choice within 120' of him must make a DC 19 Wisdom save or be frightened of him. They may repeat this save at end of their turn.
Special Abilities:
White.
Reckless. At the start of his turn, Azor Khul can gain advantage on all melee weapon attack rolls until the end of his next turn, but attack rolls against it have advantage until the start of his next turn.
Aura of Uttercold. Every creature within 120' of Azor Khul has their movement speed halved at the start of their turn unless they are immune to cold damage. Additionally the swirling freezing winds make flight impossible, at the start of their turn any creature who is flying within 120' falls to the ground prone, taking full fall damage. Additionally when a creature who is not immune to cold damage attempts to take a reaction, they must roll a 1d6, on a roll of 4-6 their reaction proceeds as normal, on a roll of 1-3 they are frozen and unable to take a reaction.
The area within 30' of Azor Khul is exceptionally cold, all water or liquid within that area freezes immediately. Creatures who spend more than one round within this area must make a Con Save DC 19 or suffer on round of exhaustion, additionally any creature within this field have disadvantage on concentration checks.
Black.
Like a Fish. Azor Khul gains a swim speed equal to his regular speed.
Blood in the Water: Azor Khul has advantage to hit any creature within 5' of him that is not at their maximum HP.
Poisoned Blades. When Azor Khul hits an enemy while in the Black Dragon form, the creature must make a DC 19 Con Save or become poisoned, this effect ends at the end of Azor Khul's next turn.
Green:
Spellcasting. While in this shape Azor Khul may cast the following spells, if Azor Khul is invisible these spells do not break invisibility, nor do they end Mislead, in-fact if Azor Khul is under the effects of a mislead spell, these spells appear to have been cast by the Mislead.
At Will. entangle, moonbeam, spike growth, silent image, invisibility, phantasmal force
1/encounter. grasping vine. antilife shell, fear, mislead
Blue:
Electrical Charge. All of Azor Khul's weapons deal (1d8) extra points of lightning damage, additionally if the target moves from the point where it was struck (whether forced or not) it takes an additional (2d8) points of lightning damage.
Lightning Field. A field of crackling electrical energy surrounds Azor Khul at the time of his transformation, this field is a 20' cube, Azor Khul can use a bonus action to move the lightning field to any other point within 120' of him. The lightning field does 3d6 lightning damage to all creatures and objects of Azor Khul's choice, Dex save 19 for no damage, and creatures within this field cannot take reactions.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Red:
Burning Blades. Azor Khul's melee weapon attacks deal an extra (1d8) points of fire damage. Additionally if the creature struck by Azor Khul's weapons is wearing metal armor, and Azor Khul's attack misses, if Azor Khul's Attack would not have missed the character without their armor, the character is subjected to a 5 level casting of heat metal. This effect does require Azor Khul's concentration.
Inferno Steps. When Azor Khul moves in a round, if he is moving in a straight line, he may chose to dash as a bonus action, each square in his movement (including his regular) movement becomes part of a wall of fire this wall lasts until the end of Azor Khul's next turn.
Fire Aura. At the start of each of Azor Khul's turns, while he is infused with the power of the Red Dragon, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Azor Khul or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Azor Khul moves into its space. Nonmagical weapons that hit Azor Khul are destroyed by fire immediately after dealing damage to him
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Multiattack. Azor Khul makes two weapon attacks and makes a bite attack.
Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (3d6 + 6) piercing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 5 (2d6+ 6) piercing damage plus 7 (2d6) energy damage.
Change Form (Costs 3 Legendary Actions) – Azor Khul changes form. Azor Khul Regains 25 HP, he may add this HP. Additionally Azor Khul rolls a 1d6, on a roll of 4 or higher the initial form transformation effect reoccurs if it had not already occurred.
Azor Khul gains legendary actions depending on which form he is in:
White:
Weapon Attack: Azor Khul makes one weapon attack. If Azor Khul is not within range of an enemy, he may move up to half his movement to make this attack.
Black:
Watery Grave (Costs 1 Action). If any enemy is submerged in water within 120' of Azor Khul, he reduces the number of minutes they can survive underwater by (1d4). A creature affected by this action is immune to it until the end of Azor Khul's next turn.
Death Spiral (Costs 2 Actions): If an enemy is within 30' of Azor Khul he moves up to that creature and makes a bite attack, on a hit the creature is then grappled and restrained until the end of Azor Khul's next turn.
Green.
Spellcasting (Costs 2 Actions). Casts one of his at-will spells.
Blue:
Lightning Pull (Costs 1 Action): Azor Khul creates pulse of magnetic and electrical energy, he may target any creature wearing metal or any object within 60' of him. The creature must then make a DC 19 Str Save or be yanked 15' towards Azor Khul, if this brings the creature within 10' of Azor Khul he is dealt 2d6 points of Lightning Damage and cannot take reactions for the remainder of the turn. If Azor Khul targets a held object the creature holding that object must make a DC 19 Strength Check or have that object ripped from his grip and pulled up to 30' towards Azor Khul.
Red:
Inferno Conflagration (Costs 3 Actions) – Azor Khul creates a field of intense heat and flame around him filling the entire room with intense heat. All characters in the Fane except for Azor Khul, take 8d6 points of fire damage and must make a Con save DC 19 to halve this damage. Additionally a character who starts their turn within 30' of Azor Khul is considered to be vulnerable to fire damage. No creature in the field may gain resistance to fire damage through any means and pre-existing resistance to fire damage is suppressed for the duration of the field. The field lasts until the end of Azor Khul's next turn.
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