The Asmodeus Robe is a deep red, flowing robe made of a mysterious, infernal material that seems to shift and move on its own. When worn, the robe provides the wearer with a +3 to armor class (up to 15) as well as resistance to fire damage, immunity to poison damage, and an advantage on saving throws against being frightened.
In addition, the wearer can use a bonus action to activate the robe's Hellfire Shield ability 3 times every long rest. This creates a shield of infernal flames around the wearer that lasts for 1 minute or until dismissed as a bonus action. The shield grants the wearer resistance to all damage types except cold and psychic damage.
However, wearing the Asmodeus Robe comes with a price. The wearer must make a Charisma saving throw at the start of each day they wear the robe, or they become increasingly tempted to give in to their darkest desires and act on their most selfish impulses. The DC for this saving throw starts at 10 and increases by 1 for each consecutive day the robe is worn, up to a maximum of DC 20. If the wearer fails this saving throw, they become susceptible to Asmodeus' influence and may begin to act in ways that go against their better judgment, potentially leading them down a path of evil. When failed creature's alignment becomes Lawful Evil for the day.
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Notes: Resistance: Fire, Immunity: Poison, Advantage: Saving Throws, Frightened, To attune to the Asmodeus Robe, a creature must wear the robe for 8 hours and perform a special ritual involving the use of incense and candles. During this time, the creature must focus on the dark powers of Asmodeus and pledge their allegiance to the archdevil., Stealth Disadvantage