You call forth an flaming hydra. The Hydra disappears when it drops to 0 hit points or when the spell ends. Hydra grows an additional head for every quarter of it's health missing, increasing amount of attacks it can make during it's turn, when near death it has a maximum of 4 heads.
The hydra is friendly to you and your companions for the duration. Roll initiative for the hydra, which has its own turns. It attacks the nearest non-friendly creature to it within 30 feet, it defends itself from hostile creatures.
If your concentration is broken, the hydra doesn't disappear. Instead, you lose control of the hydra, it becomes hostile toward you and your companions, and it might attack. An uncontrolled hydra can't be dismissed by you, and it disappears 1 hour after you summoned it or when hit points drop to 0.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the hit points of the hydra increase by 3 times your spell casting modifier and damage increases by half at 7th and doubles at 9th level. Hydra health is determined by 4 times caster's level.
* - (A chunk of coal or charred wood)
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