Sparking Cybernetic ZombieCreature 4
Source Pathfinder Society Scenario #6-10: Once in Whispers
Perception +7 (darkvision)
Languages none
Skills Athletics +9
Str +3, Dex +5, Con +3, Int -4, Wis +1, Cha -2
AC 20; Fort +10; Reflex +11; Will +7;
HP 60 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Electricity 7, Slashing 7
Fist
+12 (+7, +2) to hit (unarmed) 3d6+2 BludgeoningIntegrated Commercial Laser Pistol
+14 (+9, +4) to hit (fire) 3d6+2 FireCybernetics
The cybernetics of a cybernetic zombie can be disabled for 1 hour with a successful [/act disable-device dc=19] check. A zombie's cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is Slowed 1 and can't use reactions (including self-destruct).
Self Destruct
A cybernetic zombie must use this reaction unless its cybernetics are disabled
Trigger The cybernetic zombie is reduced to 0 Hit Points
Effect The zombie's damaged cybernetics explode, dealing (3d8+2) electricity damage in a 10-foot radius (DC 19 reflex save). This ability destroys any technological items on the zombie.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
TechEquipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.
Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.
Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.
Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.
Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.