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

Disgorged Zombie

CREATURE 6

Variant shock zombie

Shock zombies are hideous undead covered with bolts and electrical wiring. Most have two large electric coils mounted on their backs to absorb and project electricity. If uncontrolled, shock zombies often wander far afield in search of inventors' labs or lightning storms to draw power from. In a pinch, the natural electric currents inside living creatures more than suffice.


Perception +14; darkvision
Skills Acrobatics +14, Athletics +15
Str +5, Dex +4, Con +2, Int -5, Wis +2, Cha -2

AC 21; Fort +14, Ref +17, Will +11
HP 52, lightning powered, void healing; Immunities bleed, death effects, disease, electricity, paralyzed, poison; Weaknesses vitality 5, slashing 5
Electricity Absorption

For 1 minute after taking electricity damage, a shock zombie loses its usual Slowed 1 condition, gains the ability to use reactions, and gains a +10-foot status bonus to its Speed.

Effect: Electricity Absorption

Lightning Powered

Arcs of restorative electricity jolt between shock zombies. For each shock zombie within 30 feet, the shock zombie gains fast healing 2 (to a maximum of fast healing 10).

Effect: Lightning Powered

Slow

A shock zombie is typically Slowed 1 and can't use reactions (but see electricity absorption).

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 25 feet
Melee Fist +16 (unarmed), Damage 1d12+7 bludgeoning plus 1d12 electricity plus Amnesia Venom
Amnesia Venom (mental, poison)
Saving Throw DC 29 Fortitude
Maximum Duration 6 rounds
Stage 1 Off-Guard (1 round)
Stage 2 off-guard and Clumsy 1 (1 round)
Stage 3 Confused, off-guard, and Clumsy 2 (1 round).
Pathfinder #180: The Smoking GunOGL