Cybernetic Zombie
CREATURE 3Variant cybernetic zombie
+5; darkvision
Athletics +8
Str +2, Dex +4, Con +3, Int -5, Wis +0, Cha -2
AC 18; Fort +8, Ref +9, Will +5
HP 46, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses electricity 6, slashing 6
Cybernetics
The cybernetics of a cybernetic zombie can be disabled for 1 hour with a successful Disable a Device 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
The cybernetic zombie is reduced to 0 Hit Points
The zombie's damaged cybernetics explode, dealing 2d8+2 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.
20 feet
Melee Fist +10 (unarmed), Damage 2d6+2 bludgeoning
Ranged Integrated Commercial Laser Pistol +12 (fire, range increment 40 feet), Damage 2d6+2 fire
Pathfinder Society Scenario #6-10: Once in WhispersORC