I'm working on the torso of a character model, and I added a subdivision surface modifier to get a rough idea of the smoothed final product. Not soon after, I noticed that there were some holes in my geometry, and I quickly filled them. Once the mesh had been fixed, however, there were a few areas where the subdivision surface mod would be pulled to a vertex of the mesh.
There don't seem to be any N-gons, and the triangle that was originally there from filling the mesh has been turned into a quad. It is possible that there are some doubled vertices, but I doubt that that's the problem. Recalculating the normals didn't help much either.
I feel it has something to do with me filling faces connected to those points, though I am still unsure of the cause. The Blend file should be below. Help is appreciated.