# Bleakborn >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ *This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes refl ect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores.* <div class="grid-container"><div class="MON">Bleakborn</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Libris Mortis pg. 86</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Undead **Init** +3 **Senses** darkvision 60 ft.; **Perception** +12 **Aura** heat-draining (30 ft., DC 16) #### defense **AC** 27, 13 touch, 24 flat-footed (+3 Dex, +14 natural) **hp** 33 (5d8+10) **Fort** +3, **Refl** +6, **Will** +6 **Feint** 22, **Demoralize** 17 **Defensive Abilities** healed by fire **Immune** undead traits #### offense **Speed** 30 ft. **Melee** slam +9 (1d4+9 plus 2d6 cold) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** chill (2d6), create spawn, steal warmth #### statistics **Str** 22, **Dex** 16, **Con** —, **Int** 14, **Wis** 14, **Cha** 15 **BAB** +3, **CMB** +9, **CMD** 22, **TA** +9, **RTA** +6 **Feats** [[Alertness]], [[Combat Reflexes]], [[Lightning Reflexes]] **Skills** Diplomacy +7, Intimidate +10, Perception +12, Sense Motive +12, Stealth +11, Survival +7 **Languages** Common, Necril **SQ** contingent healing #### special abilities ### Chill (Ex) A bleakborn generates such intense cold that its mere touch deals additional cold damage. The creature's metallic and melee weapons weapons also conduct this chill. ### Create Spawn (Su) Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. These spawn are under the command of the bleakborn that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. Sometimes a newly created spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances. ### Healed by Fire (Su) A magical fire attack heals a bleakborn of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. ### Heat-Draining Aura (Su) Living creatures within 30 feet of a bleakborn take 2d6 points of cold damage. A successful DC 16 Fortitude save halves the damage. ### Steal Warmth (Su) Whenever a bleakborn deals cold damage with its heat-draining aura or chill abilities, it heals 3 hit points. #### tactics A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life. #### ecology **Terrain** Any **Organization** Solitary **Treasure** None **Advancement** 6–10 HD (Medium) When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and a icy semblance of life. Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they fi rst arose. A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been fl ash-frozen, with discoloration and some ruptured fl esh showing here and there. A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.