Shadow Walk. A Corrupt Member can travel through shadows or darkness at a speed of 30. If the darkness disappears, it turns back into humanoid form and drops to 0 hit points.
Corrupt Strike. As a bonus action, it can corrupt any weapon or person it is touching, but only one weapon or person per use. Black tendrils of corruption cover the object. If it corrupts a melee weapon, it deals an extra 1d4 necrotic damage on a hit. If it corrupts a ranged weapon, the ammunition shot by that weapon deals an extra 1d4 necrotic damage on a hit. This effect lasts until the start of its next turn.
If it corrupts another creature, the target must make a DC 10 Constitution saving throw. On a fail, the target's next attack deals 1d6 less damage.
Rapier. Melee Weapon Attack: +3 to hit, Hit: 6 (1d8 + 1) Piercing damage.
Shortbow. RangedWeapon Attack: +3 to hit, range 80/320 ft., Hit: 4 (1d6 + 1) Piercing damage.
Description
Any normal humanoid that has become corrupted.
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