This is a parasitic shadow creature from the flesh of an abyssal arch-fiend, gifted after making a bargain. Once attuned (Armor), it becomes a part of you and you gain the following changes and abilities. Only a wish spell or divine intervention can separate the two. As it wraps itself around you, you feel tougher and more confident as your AC goes up +2. You gain advantage on Stealth Checks.

The creature is sentient and has its own stats when it find itself away from its host. It is polymorphic and is able to hide itself much like a common minic. Hat, Robe, Armor etc. This gives you the option to easily disguise yourself. You can, as an action, task it to morph into an object and hide elsewhere for a certain amount of time depending on its form, before it instinctively will find its way back onto you. When it find itself apart from you the armor is considered unequipped and uses
Abyssal Flesh Imp stats.

Visarius Variant

The creature much like its maker has an insatiable craving for Knowledge through observation, manipulation and devouring . Once a day it requires to be fed something new, if it has not been fed it will begin to feed from its host. The Imp is considered well fed if it has been eating each day for a week. If it is left to feed on the host for too long the DM has a list of possible negative outcomes. If fed well the DM has a list of possible positive outcomes. All charges gets reset after a long rest or regain a charge after a meal.


Shadow Claws (1 Charge)
Your arm warps into a large and horrific clawed hand. As an action you can make a melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 5) slashing damage.

Invasive Touch (2 Charges)
As an action you can touch a creature you can see within 5 ft and they must succeed on a DC 18 Constitution saving throw or become blinded and have disadvantage on Intelligence based checks for 1 minute.

Mind Breach (2 Charges)
As a reaction you can cast a psychic attack onto a single target, it has to make a DC 16 Wisdom saving throw or become inflicted. On a success the target is unaffected. Upon its turn you can choose to crush or extract from its mind. Crushing it with 10d6 psychic damage or Extract to learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities

Mental Eruption (4 Charges)
You unleash a psychic wave in the form of a scream. Each creature within 30 feet of you must succeed on a DC 15 Wisdom saving throw or take 42 (5d12) psychic damage as their very minds are being blasted with pain and horrors.

Xinon Variant

The creature much like its maker has an insatiable craving for Power through violence, bloodshed and terror. Once a day it requires to be fed something new, if it has not been fed it will begin to feed from its host. The Imp is considered well fed if it has been eating each day for a week. If it is left to feed on the host for too long the DM has a list of possible negative outcomes. If fed well the DM has a list of possible positive outcomes. All charges gets reset after a long rest or regain a charge after a meal.


Piercing Punch (1 Charge)
Your arm warps into a large and horrific blade. As an action you can make a melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 5) piercing damage.

Terrorising Touch (2 Charges)
As an action you can touch a creature you can see within 5 ft and they must succeed on a DC 18 Wisdom saving throw or become frightened and have disadvantage on Wisdom based checks for 1 minute.

Heart Harness (2 Charges)
As a reaction you can cast a psychic attack onto a single target, it has to make a DC 16 Constitution saving throw or become inflicted. On a success the target is unaffected. Upon its turn you can choose to crush or extract from its heart. Crushing it with 10d6 bludgeoning damage or Extract life from their remaining health. You pull the very blood out from their being onto yourself and regain 5d12 HP.

Crazed Carnage (4 Charges)
You unleash a force wave in the form of a scream. Each creature within 30 feet of you must succeed on a DC 15 Constitution saving throw or take 42 (5d12) bludgeoning damage as they are being crushed by raging force powers.