Corrupting Essence. Any creature within 10 feet of the tainted Spirit must make a Wisdom Saving throw DC 13 at the start of its turn. On a failure, they are cursed and take 1 necrotic damage at the start of their turn. Every hour after combat, they take the cumulative damage. This damage is cumulative and they can be cursed multiple times. The curse can only be removed by the effects of a remove curse spell, by drinking holy water, or by taking radiant damage. Any creature that is killed while cursed rises in 1d4 days as a tainted spirit. Undead Fortitude. If damage reduces the tainted to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tainted drops to 1 hit point instead.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage plus the target must make a Constitution saving throw DC 13 or take an additional 1d6 necrotic damage.