Armor (hide), legendary (requires attunement by a humanoid evil creature)

Mephistopheles wore this armour to keep warm in the depths of Cania before it was lost to him. Imbued with hellfire this armor provides full immunity to flames. You can use an action to target self with a 10-foot-diameter sphere of hellfire from the armor as a 3rd-level flaming sphere.

Any creature within a 10-foot-diameter sphere of you must make a DC(15) dexterity saving throw. The creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The sphere ignites flammable objects, and it sheds bright light in a 40-foot radius and dim light for an additional 40 feet.

As a bonus action, you can move the sphere from yourself to function as a level 3 flaming sphere. The sphere will function as if it was cast.

If the sphere is removed from the armor as a bonus action, the charge count drops by 3. If this drops the charge count to below 0, the armor ignites with purple flames causing 10d12 psychic damage before blackening, crumbling into cinders, and is destroyed.

When first found the armor has 1d10 charges.

The armor regains 1d10 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the armour ignites with purple flames causing 5d12 psychic damage before blackening, crumbling into cinders, and is destroyed.

This crude armor consists of thick furs and pelts.

Notes: Immunity: Fire, humanoid evil creature, Combat, Warding

Item Tags: Combat Warding

JAGGENDEATHFALL

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