Flaring Cybernetic Zombie
CREATURE 5Variant cybernetic zombie
+7; darkvision
Athletics +12
Str +3, Dex +5, Con +4, Int -4, Wis +1, Cha +2
AC 19; Fort +12, Ref +11, Will +7
HP 90, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses electricity 8, slashing 8
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 3d8+2 electricity damage in a 10-foot radius (DC 19 basic Reflex save). This ability destroys any technological items on the zombie.
25 feet
Melee Fist +12 (unarmed), Damage 2d6+6 bludgeoning
Ranged Integrated Commercial Laser Pistol +14 (fire, range increment 40 feet), Damage 2d6+4 fire
Short Circuit (electricity)
The sparking zombie has been implanted with tech components that have malfunctioned and are crackling with electricity. A creature that hits the zombie with an unarmed Strike takes 5 electricity damage.
Pathfinder Society Scenario #6-10: Once in WhispersORC