Tainted Spirit

Sometimes when a powerful Spirit is responsible for the deaths of others, it can trap the Essence of those creatures and cause them to serve them in death. Over time this Essence becomes twisted and tainted.

Tainted Spirit CR: 3

Medium undead, chaotic evil
Armor Class: 14 (natural Armor)
Hit Points: 56 (8d8 + 24)
Speed:

STR

14 +2

DEX

14 +2

CON

16 +3

INT

6 -2

WIS

14 +2

CHA

8 -1

Saving Throws: CON +5, WIS +4
Damage Vulnerabilities: Radiant
Damage Resistances: Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Passive Perception 14
Languages: None
Challenge Rating: 3

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.

Actions

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.

These undead creatures appear to be skeletal with decaying flesh still clinging to their bones. Their Essence clings to them like a mist and is corrupted by black, corrupting energy