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.