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From Pathfinder Society Scenario #1-03: Escaping the Grave, which isn't enabled.

Zombie Warhorse

CREATURE 3
Perception +6; darkvision
Skills Athletics +11
Str +5, Dex -3, Con +4, Int -5, Wis +1, Cha -2
Slow

A zombie is permanently Slowed 1 and can't use reactions.


AC 17; Fort +12, Ref +5, Will +8
HP 85, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses vitality 10, slashing 10
Rotting Aura (aura, disease)

10 feet. The zombie riding horse emits an aura of rot and disease that causes wounds to fester and turn sour.

Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage (DC 17 basic Fortitude save) as its wounds fester.

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 40 feet
Melee Jaws +12 (unarmed), Damage 1d12+7 slashing
Melee Hoof +12 (agile), Damage 1d8+7 bludgeoning plus Improved Push
Feast

The zombie warhorse Strikes with its jaws against an adjacent living creature or a creature that has died in the past hour. On a success, the zombie warhorse can feast upon the creature's flesh to heal itself. This restores 2d6 healing Hit Points.

Gallop

The zombie warhorse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.

Improved Push 5 feet

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry

Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.

Pathfinder Society Scenario #1-03: Escaping the GraveOGL