Horde. The corrupted horde can occupy another creature's space and vice versa, and the corrupted horde can move through any opening large enough for a Medium humanoid. The corrupted horde can't regain hit points or gain temporary hit points. The corrupted horde gains advantage on attack rolls against creatures occupying the same space as the corrupted horde.
Multiattack. The Corrupted makes seven attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d4 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned until the end of the end of the corrupted horde's next turn.
Clawing hands. Melee Weapon Attack: +8 to hit, reach 5 ft., one Huge or smaller creature. Hit: 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 18) and pulled up to 10 feet toward the corrupted horde. Until this grapple ends, the target is restrained.
Corrupt. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the corrupted horde, restrained, incapacitated, or unconscious. Hit: 10 (1d6 + 7) acid damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 18 Constitution saving throw or be corrupted. If the target is reduced to 0 hit points, the target automatically fails the save and gains the Undead monster type. The corrupted target is charmed by the corrupted horde. The corrupted horde takes control of the charmed target's body. The corrupted horde and the corrupted target can communicate telepathically with each other over any distance. The corrupted target can repeat the DC 18 Constitution saving throw at the end of each of its turns. On a successful save, the target is no longer corrupted. If the corrupted target fails three saving throws, the corruption lasts until removed by Greater Restoration or Remove Curse.
Swords and spears. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) piercing and slashing damage.
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