While casting this spell, you smear an object steeped in the warped essence of the Far Realm with your own blood and place it into the chest of full suit of custom-made adamantine plate armor. You then magically weld the armor shut and — using the warped material as a conduit — open a tiny rift to the Far Realm inside. Over the course of the casting time, tendrils of warped flesh from the Far Realm pour from the rift into the armor, filling it to the brim with densely packed biomass.
At the end of the casting, you close the rift and tap the flesh-filled armor with a crystal rod, binding the flesh to the armor and transforming it into a zodar. When the zodar appears, your hit point maximum decreases by 20. Only a wish spell can undo this reduction to your hit point maximum.
The zodar will follow the first order you give it without question and to the best of its ability. You might command it to guard a location, to deliver a message, to protect a certain person or object, or to slay a specific creature. As a safeguard built in to the spell to ensure the zodar doesn't take idle chatter as instructions, it ignores anything you say that isn't prefaced by "Zodar, if you would be so kind".
Once the zodar is given a mission, it will ignore all other orders. The zodar carries out its assigned task until the task is complete, or the zodar is destroyed.
A zodar is typically destroyed in the process of carrying out its task, resorting to casting the wish spell as its final act to ensure success. A zodar that survives its task's completion goes into state of listless inactivity. It defends itself if attacked, but otherwise has not motives, goals, or desires as it drifts aimlessly through the multiverse.
* - (a suit of custom-made adamantine plate armor worth at least 15,000 gp and piece of material from the Far Realm, both of which the spell consumes, and an intricate crystal rod worth at least 5,000 gp that is not consumed)
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