Magic Resistance. The Corrupted Humanoid has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the Corrupted Humanoid can take the Hide action as a bonus action.
Nimble. The Corrupted Humanoid can take the Dash action as a bonus action.
Charge. If the Corrupted Humanoid moves at least 30 feet straight toward a creature and then hits it with a head slice attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Corrupted Humanoid can make one attack with its bite against it as a bonus action.
Multiattack. The Corrupted Humanoid makes two attacks with its claws.
Head Slice. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) necrotic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Acid Spit. Ranged Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 5 (1d6 + 2) acid damage.
Screech (1/Day). The Corrupted Humanoid emits an ear-piercing screech. All creatures within 5 feet of the Corrupted Humanoid must make a DC 12 Consitution saving throw or become deafened for 1 minute. The creature can reroll the saving throw at the end of its next turn, ending the effect on a success.
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