Corrupted Penitent
Medium humanoid (human), neutral
A priest whose body has become a vessel for absorbed Void energy. The transformation is involuntary, triggered by threat or violence. The person inside is still present but overwhelmed. The Corruption fights to preserve itself using the host's body as a weapon. The Corrupted Penitent is not a willing combatant; it is a good person buried under layers of stolen sickness, lashing out with energy that was never meant to be held by a single body.
Armor Class:13 (natural, Void-hardened skin)
Hit Points:45 (7d8 + 14)
Speed:30 ft
Challenge:CR 2
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws:WIS +5, CON +4
Skills:Medicine +5, Religion +2
Damage Resistances:Cold, necrotic
Senses:Darkvision 60 ft, passive Perception 13
Traits
Absorption Aura. Any creature that starts its turn within 10 feet of the Corrupted Penitent must make a DC 12 CON save. On failure, the creature's Corruption increases by 1 (if they have the Corruption mechanic). On success, no effect. This aura is passive and involuntary.
Void Resilience. The Corrupted Penitent has advantage on saving throws against being charmed, frightened, or stunned.
Unwilling Host. The Corrupted Penitent is not in control. When reduced to 0 HP, the host collapses unconscious but stable. The Corruption subsides. The host can be revived normally.
Actions
Corrupted Touch. Melee: +4 to hit, reach 5 ft. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 12 CON save or have disadvantage on their next attack roll as cold numbness spreads through the struck limb.
Void Pulse (Recharge 5-6). The Corrupted Penitent releases a wave of stored Void energy. Each creature within 15 feet must make a DC 13 CON save, taking 10 (3d6) cold damage on a failure, or half on a success. Creatures that fail are pushed 10 feet away from the Corrupted Penitent.