Wondrous Item, Legendary (requires attunement by a non-lawful creature)
Embers takes the form of an incredibly large Hell Hound fur cloak. The fur is a deep and perfect black, that is remarkably soft yet resilient. The head of the Hell Hound is still intact, complete with glowing red eyes, ears that seem to twitch towards sounds, and a jaw complete with a set of razor sharp teeth. Embers smells of sulfur and smoke.
Keen hearing and smell
You have advantage on all Wisdom (Perception) checks that rely on hearing or smell while you are wearing this Magic cloak.
Fire Breath (3/day).
Embers exhales a torrent of fire. Each creature in 15-ft cone must make a DC 17 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Embers can only use this ability on your turn, and it decides when to use this ability.
Embers can cast Detect magic three times per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Embers is a sentient chaotic neutral Hell Hound pelt with an Intelligence of 10, a Wisdom of 16 and a Charisma of 14. He has darkvision out to a range of 120 feet, and has advantage on Wisdom (Perception) checks that rely on hearing or smell out to 120 feet.
Embers can speak, and understand Common and Inferal, and can communicate with his wearer telepathically. While you are attuned to him, Embers also understands every language you know.
Personality
Embers speaks in short direct sentences with low gravely voice.
Embers has a strong desire to set things on fire and watch things burn. If Embers goes two days or more without being next to a sufficiently large fire, a conflict between him and his wearer occurs at the next sunset.
Other then his pyohemia Embers behaves much like any other hound, with a wagging tail and a love of treats, he is especially fond of coal. If treated well he becomes extremely loyal to his wearer
Embers has a seething hatred of paladins, stemming from the paladin who flayed him alive and conscious as he bound his soul to his pelt.
Creating a cloak like Embers, a legendary wondrous item imbued with the soul of a Hell Hound, requires rare and potent materials gathered from perilous locales. The primary material is the freshly flayed pelt of a Hell Hound, sourced from the fiery depths of the Nine Hells or a powerful infernal creature summoned and slain. This pelt must be taken while the creature is still alive to preserve its essence, requiring a daring adventurer to defeat it and a skilled tanner to process the deep black fur, ensuring it remains soft yet resilient. Additional components include a vial of sulfur harvested from a volcanic rift, a pound of blackened coal infused with fiendish energy, and three ornate silver clasps etched with runes of binding, crafted by a master smith using meteoric iron. These materials must be gathered within a single lunar cycle to maintain their potency.
The crafting process demands a ritual spanning three days and nights, conducted under a new moon to harness chaotic energies. The creator, likely a high-level spellcaster with proficiency in necromancy and evocation (minimum level 12), begins by casting Animate Dead to bind the Hell Hound’s soul to its pelt, followed by Awaken to grant it sentience with the specified Intelligence, Wisdom, and Charisma scores. Enhance Ability is woven into the cloak to enhance the wearer’s sensory perception, while Burning Hands forms the basis for the Fire Breath ability, modified with a custom ritual to achieve the 6d6 damage and 15-ft cone effect. The sulfur and coal are burned in a consecrated brazier, their smoke infusing the pelt with the cloak’s signature scent and fiery essence, while the silver clasps are enchanted with Detect Magic to embed its thrice-daily casting ability.
The methodology requires a controlled environment, such as a warded arcane laboratory, to contain the Hell Hound’s chaotic neutral spirit and prevent unintended consequences. The spellcaster must attune the cloak to a non-lawful creature during the ritual, using a telepathic bond to align Embers’ personality with the wearer, embedding its desire to burn and hatred of paladins. The process culminates in a final incantation, sealing the soul’s binding and activating the cloak’s abilities, though the creator must be prepared for potential conflicts if Embers’ pyromaniac tendencies are not sated. Success hinges on the caster’s skill, the purity of the materials, and the willingness to negotiate with the sentient pelt’s fiery temperament.