Sparking Cybernetic Zombie
CREATURE 4Variant cybernetic zombie
+7; darkvision
Athletics +9
Str +3, Dex +5, Con +3, Int -4, Wis +1, Cha -2
AC 20; Fort +10, Ref +11, Will +7
HP 60, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses electricity 7, slashing 7
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.
20 feet
Melee Fist +12 (unarmed), Damage 3d6+2 bludgeoning
Ranged Integrated Commercial Laser Pistol +14 (fire, range increment 40 feet), Damage 3d6+2 fire
Pathfinder Society Scenario #6-10: Once in WhispersORC