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Sparking Plague ZombieCreature 5


RareMediumMindlessUndeadUnholyZombie
Source Pathfinder Society Scenario #6-10: Once in Whispers
Perception +9 (darkvision)
Languages none
Skills Athletics +15
Str +4, Dex -2, Con +2, Int -5, Wis +0, Cha -2

AC 19; Fort +12; Reflex +8; Will +9;
HP 78 (void healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Weaknesses Vitality 10, Slashing 10, Electricity 10

Fist One Action +13 (+8, +3) to hit (unarmed) 2d6+6 Bludgeoning
Jaws One Action +13 (+8, +3) to hit (unarmed) 2d12+6 Piercing

Slow

A zombie is permanently Slowed 1 and can't use reactions.

Short Circuit (electricity)

The sparking zombie's broken implanted tech crackles with electricity. A creature that hits the zombie with an unarmed Strike takes 5 electricity damage.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Zombie Rot (disease, divine, void)

An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease

Saving Throw DC 22 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 1d6 void damage (1 day)

Stage 3 1d6 void damage (1 day)

Stage 4 1d6 void damage (1 day)

Stage 5 dead, rising as a plague zombie immediately.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Plague zombies are infested with horrible contagions.


A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.


Traits

Rare

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.

Mindless

A 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.

Undead

Once 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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Zombie

These undead are mindless rotting corpses that hunger for living flesh.