# Bleakborn
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d4 (×2)
> >Melee/Ranged: +12/+9
> >Secondary: +7/+4
> >Multiattack: +10/+7
> >M/R_PA: +12/+9
> >2nd/PA: +7/+4
> >MA_PA: +10/+7
> >Itterative: 2
> > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3
> > xDCs:: Str: 20; Dex: 17; Con: 14; Int: 16; Wis: 16; Cha: 16
> > xFeat:: 3/4 (1)
> >
> >
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Bleakborn</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Libris Mortis</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Medium Undead
**Init** +3
**Senses** darkvision 60 ft.; **Perception** +15
#### defense
**AC** 27, 13 touch, 24 flat-footed (+3 Dex, +14 natural)
**hp** 48 (8d8+16)
**Fort** +4, **Refl** +7, **Will** +8
**Feint** 25, **Demoralize** 20
**Defensive Abilities** healed by fire
#### offense
**Speed** 30 ft.
**Melee** slam +12 (1d4+9 plus 2d6 cold)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** contingent healing, create spawn, draining aura, steal warmth
#### statistics
**Str** 22, **Dex** 16, **Con** —, **Int** 14, **Wis** 14, **Cha** 15
**BAB** +6, **CMB** +12, **CMD** 25, **TA** +12, **RTA** +9
**Feats** [[Alertness]], [[Combat Reflexes]], [[Lightning Reflexes]]
**Skills** Diplomacy +10, Intimidate +13, Perception +15, Sense Motive +15, Stealth +14, Survival +10
**Languages**
#### special abilities
### Contingent Healing (Ex)
A bleakborn only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually heals if a living creature at some future date wanders within 30 feet of the bleakborn's remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a bleakborn's contingent healing remains active. A bleakborn does not have immunity to cold. While a bleakborn doesn't take cold damage from its own abilities, it can take cold damage from another of its kind.
### 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 (that is, the DM decides when this occurs).
### 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. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points.
### 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)
The touch of a bleakborn deals body deals 2d6 points of cold damage whenever it hits in melee and in each round it grapples. Any creature that hits it with an melee attack takes 1d6 cold damge (reach weapons do not endanger their weilders in this way). Each 3 points of cold damage dealt in this manner heals a bleakborn of 1 point of damage. If this amount of healing would cause a bleakhorn 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.