This spell conjures a great serpent of old, a three-headed great serpent; it is said to bleed all manner of venomous creatures, its wings are great enough to block the sun, and a drop of its venom is able to make any land fallow. The version of the serpent you summon is but a fragment of the beast's true power. Its three heads, Kör, Pelagia, and Zehir, all correspond to its mythical ailments; blindness, paralysis, and venom.
Azi Dahaka is conjured at a place of your choosing within range, appearing from portal made from black clouds. It is friendly to you and your allies, and it follows your mental commands; however, each time you command the serpent you must make a DC 15 concentration check-- for every command you give, this DC increases by +1. If given no commands, Azi Dahaka defends itself, but otherwise does not engage.
After the spell ends, you suffer 10d10 points of psychic damage and are considered poisoned for the next day. These effects cannot be lessened or reduced in any way short of the wish spell.
Azi Dahaka
Huge Dragon, True Neutral
Armor Class 18 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 30 ft., fly 80 ft., swim 30 ft.
Saving Throws. STR +11 DEX +10 CHA +10
Skills Perception +8
Damage Immunities poison
Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages Draconic, understands its summoner
Challenge 13
Progenitor of Poison. When Azi Dahaka takes damage from any source (other than psychic), creatures within 5 feet of it must make a DC 18 Constitution saving throw or take 2d6 poison damage and be poisoned for 1 hour as its blood sublimates and toxifies.
Reactive Heads. Azi Dahaka has three heads, thus it can make three reactions, each of which can only be used to make an opportunity attack.
Actions
Multiattack. Azi Dahaka makes four attacks; one with each of its heads, and one with its constrict.
Kor. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (3d4 + 6) piercing damage plus 7 (2d6) poison damage. The creature must then make a DC 18 Constitution saving throw or be blinded for 1 minute. Blinded creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Pelagia. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (3d4 + 6) piercing damage plus 7 (2d6) poison damage. The creature must then make a DC Constitution saving throw or be paralyzed for 1 minute. Paralyzed creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Zehir. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (3d4 + 6) piercing damage plus 21 (6d6) poison damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and Azi Dahaka can't constrict another target.
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