Nezarec's Sin Wondrous Item, legendary (requires attunement)
“He is that which is end. That which covits sin. The final god of pain—the purest light, the darkest hour. And He shall rise again. When the guiding shine fades and all seems lost He will call to you. Fear not. All He offers is not as dark as it may seem. For Nezarec is no demon, but a fiend, arch and vile in ways unknown. He is a path and a way, one of many. And his sin, so wicked, so divine—is that he will never cower when dusk does fall, but stand vigilant as old stars die and new Light blinks its first upon this fêted eternity.He is that which is an end. And he shall rise again.”
—Passage from “Of Hated Nezarec”
This plain and unadorned lantern appears unremarkable at a glance. On closer inspection it becomes clear it is constructed from cold iron and from it's globe only a swirling blackness can be glimpsed. Punctuated by the dim light of bleeding stars. The restless spirit the archfiend Nezarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to absorb all the light in an area, extinguishing all non-magical light sources in a 30-foot radius.
While holding the lantern you gain darkvision out to a range of 30 feet. Additionally you can speak and understand infernal.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.
The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Nezarec] (3 charges); Revivify (4 charges). It regains 1d8+1 charges daily at dawn.
If an expenditure would ever cause the lantern to drop to 0 charges, the player using it would roll a 1d20. On a 20, the lantern casts Summon Greater Demon [with the exception that a Devil is summoned instead] and the resulting fiend attempts to take the lantern from the wielder by any means available and escape back to the Nine Hells. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Nezarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.
Nezarec's Sin
Wondrous Item, legendary (requires attunement)
“He is that which is end. That which covits sin. The final god of pain—the purest light, the darkest hour. And He shall rise again. When the guiding shine fades and all seems lost He will call to you. Fear not. All He offers is not as dark as it may seem. For Nezarec is no demon, but a fiend, arch and vile in ways unknown. He is a path and a way, one of many. And his sin, so wicked, so divine—is that he will never cower when dusk does fall, but stand vigilant as old stars die and new Light blinks its first upon this fêted eternity.He is that which is an end. And he shall rise again.”
—Passage from “Of Hated Nezarec”
This plain and unadorned lantern appears unremarkable at a glance. On closer inspection it becomes clear it is constructed from cold iron and from it's globe only a swirling blackness can be glimpsed. Punctuated by the dim light of bleeding stars. The restless spirit the archfiend Nezarec is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to absorb all the light in an area, extinguishing all non-magical light sources in a 30-foot radius.
While holding the lantern you gain darkvision out to a range of 30 feet. Additionally you can speak and understand infernal.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch and grants 10 temporary hit points, and then quickly returns to the lantern.
The lantern has 8 charges, you can use an action to expend a number of charges to cast the following spells: Dancing Lights, Mage Hand, Spare the Dying (at will); Unseen Servant, See Invisibility (1 charge); Death Ward (2 charges); Soul Cage [with the exception the the user only get three uses of the captured soul, the remainder is consumed by Nezarec] (3 charges); Revivify (4 charges). It regains 1d8+1 charges daily at dawn.
If an expenditure would ever cause the lantern to drop to 0 charges, the player using it would roll a 1d20. On a 20, the lantern casts Summon Greater Demon [with the exception that a Devil is summoned instead] and the resulting fiend attempts to take the lantern from the wielder by any means available and escape back to the Nine Hells.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Only by traveling to Nezarec's home plane in Baator and casting a dispel evil and good spell on the lantern. This releases the spirit of the fiend into the Nine Hells where it will be free to resume its true form and renders the lantern non-magical.