Hitorik
Fallen: The Fallen One's corrupted nature dooms it to decay. Because of this, The Fallen One can not be healed. Any attempt to heal it instead causes untyped damage to it.
Divine Presence: All creatures in a 40ft radius sphere around The Fallen One are subject to its divine presence. Allies become resistant to radiant and necrotic damage, gain 1hp at the end of their turn and cannot be charmed. Enemies must pass a DC 17 Con save. On a fail, they are vulnerable to necrotic and radiant damage and are unable to heal while in the sphere.
Fate Bind (1/day): The Fallen One targets a creature in its Divine Presence. If it is unwilling, the creature must make a DC 23 CON save. On a failure, Fate Bind takes effect. Only one creature can be affected by Fate Bind at a time. While affected, the target creature's HP drops to 0 instantly. The target does not fall unconscious while The Fallen One is alive. When The Fallen One dies, the creature automatically dies with it. A creature that is already dead or undead cannot be targeted by Fate Bind.
Corrupted Healing: The Fallen One can use its own lifeforce to heal a creature within range of its Divine Presence. The damage taken by The Fallen One and healing done to the target creature are the same amount.
Grotesque Resurrection (1/day): The Fallen One brings back a single creature within its Divine Presence. This creature returns with full hp and a level of exhaustion. If a creature who is brought back this way is killed before it can take a long rest, its soul is entrapped for 5 (1d4 + 3) months. During this time, it can not be brought back by any means short of a wish spell.
Payback: The Fallen One uses its harmful nature to cause pain to others. Until the start of its next turn, when an ally in Divine Presence is dealt damage by another creature in Divine Presence, The Fallen One deals damage to the attacker equal to half the damage it dealt.
Burning Presence: Until the start of its next turn, The Fallen One turns its Divine Presence into a searing hellscape. All enemies that end its turn within Divine Presence take 55 (10d10) 10d10 fire damage.
Reactive: The The Fallen One can take one reaction on every turn in combat.
Ward Off Death: When any creature within is Divine Presence is about to take damage, The Fallen One can absorb the damage instead. When it does this, the creature(s) takes no damage. The Fallen One takes the full damage regardless of resistances or immunities, with an additional 10 damage for every creature who's damage Ward Off Death took.
Follow: When an allied creature that starts its turn in The Fallen One's Divine Presence moves, The Fallen One can move to ensure that the selected allied creature is still in its Divine Presence.