Unusual Nature. The walker doesn’t require air, food, drink, or sleep.
Thermophage. The bleakborn recovers hit points equal to any cold damage it deals, as well as any fire damage it takes.
Heat-draining Aura. When a creature that isn't undead starts their turn adjacent to the bleakborn, they must make a DC 15 Constitution save. If they fail, they take 4d10 cold damage. On a success, they take half.
Rot Ridden. If a bleakborn recovers hit points from its abilities equal to half of its maximum hit points, it is destroyed and its space is filled with a patch of brown mold.
Multiattack. The bleakborn makes two attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8+3 plus 4d6 cold damage.
Sapping Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 4d10 cold damage.
Description
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 reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores.
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