Cold to the Touch. A creature that touches the bleakborn
or hits it with a melee attack while within 5 feet of it takes 7
(2d6) cold damage.
Heat-Draining Aura. At the start of each of the bleakborn’s
turns, each creature within 15 feet of it takes 7 (2d6) cold
damage and the bleakborn regains lost hit points equal to
half the damage done. A humanoid slain by this damage
rises as a bleakborn at the end of its next turn.
Unless the bleakborn’s remains are sprinked with holy
water or destroyed, this trait continues to function even
after the bleakborn is reduced to 0 hit points.
Turn Resistance. The bleakborn has advantage on saving
throws against any effect that turns undead.
Undead Fortitude. If damage reduces the bleakborn to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the bleakborn drops to 1
hit point instead.
Multiattack. The bleakborn makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 16 (3d10) cold
damage. A humanoid slain by this attack rises 1 minute later
as a zombie, unless the humanoid is restored to life or its
body is destroyed
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bleakborn resemble zombies, only they are covered in
layers of rime and ice. While hibernating this resembles
an icy tomb but it melts and cracks when in the presence
of living creatures. Once freed from its frozen prison, the
bleakborn shambles towards its prey, the cracking ice
sounding like breaking bone. As it gets closer it absorbs
warmth from the living, revitalizing itself in the process.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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