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From Pathfinder #180: The Smoking Gun, which isn't enabled.

Chemical Zombie

CREATURE 6

Variant sulfur zombies

Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.


Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities.


Perception +12; darkvision
Skills Athletics +15, Stealth +12
Str +5, Dex +2, Con +4, Int -5, Wis +2, Cha -2
Quenchable Death Throes

When a chemical zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning and 2d10 fire damage to each creature in the area (DC 21 basic Reflex). If the chemical zombie is soaked with water before it dies (such as by dousing it with a bucket of water or hitting it with a water spell like Hydraulic Push), the chemicals are neutralized and this ability doesn't trigger.


AC 23; Fort +16, Ref +12, Will +10
HP 125, void healing; Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious; Weaknesses vitality 5, slashing 5
Slow

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

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.


Speed 30 feet
Melee Fist +17 (unarmed), Damage 2d6+5 bludgeoning plus 1d6 fire plus Blinding Sulfur
Blinding Sulfur (incapacitation)

A sulfur zombie burns with putrid inner fire. A creature hit by a sulfur zombie's fist Strike must attempt a DC 22 Fortitude save. On a failure, the creature is Blinded for 1 round, or for 1 minute on a critical failure.

Pathfinder #180: The Smoking GunOGL