Goblin Zombie
CREATURE 1 +0; darkvision
Acrobatics +3, Athletics +4
Str +3, Dex +2, Con +0, Int -5, Wis +0, Cha -2
AC 12; Fort +5, Ref +3, Will +3
HP 20, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses vitality 5, slashing 5
Alchemical Rupture
When the goblin zombie is reduced to 0 Hit Points, an alchemical device jammed in its belly ruptures. Roll 1d4 and consult the following for the effect:
| 1d4 | Alchemical Effect |
|---|---|
| 1 | creatures in a 5-foot emanation take 1d3 persistent acid damage |
| 2 | creatures in a 5-foot emanation take 1d4 fire damage (DC 16 basic Reflex save) |
| 3 | creatures in a 5-foot emanation take 1d4 poison damage (DC 16 basic Fortitude save) |
| 4 | smoke billows out in a 5-foot emanation for 1 round (creatures in that area are Concealed, and all other creatures are concealed to them) |
Slow
A goblin 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.
25 feet
Melee Fist +7 (unarmed), Damage 1d6+3 bludgeoning plus Grab
Melee Jaws +7 (unarmed), Damage 1d8+3 piercing
The goblin zombie has a creature Grabbed or Restrained
Grab
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
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.
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