Bleakborn (CR 7)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Common and Moilian
AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Hit Dice: 8d12 (52 hp)
Fort +2, Ref +7, Will +8
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -
Attack: Slam +10 melee
Full Attack: Slam +10 melee
Damage: Slam 1d6+9 plus 2d6 cold
Special Attacks/Actions: Cold to the touch, create spawn, heat-draining aura
Abilities: Str 22, Dex 16, Con -, Int 14, Wis 14, Cha 15
Special Qualities: Contingent healing 10, diet dependent, fire lover, undead traits, +2 turn resistance
Feats: Alertness; Combat Reflexes; Lightning Reflexes
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, and Survival +2 (+4 following tracks)
Advancement: 6-10 HD (Medium)
This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of live, 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.
When inactive, a bleakborn appears robe 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 first arose. A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.
A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.
Bleakborns speak Common and their own language (called Moilian).