Chemical Zombie
Creature 6 — fire, mindless, undead, unholy, zombie
Pre-Remaster content. May include legacy alignment.
Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together. Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities.
Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)
Perception +12
Skills athletics +15, stealth +12
Str
+5
Dex
+2
Con
+4
Int
-5
Wis
+2
Cha
-2
AC 23
Fort +16
Ref +12
Will +10
HP 125
Immunities bleed, death-effects, disease, fire, paralyzed, poison, unconscious
Weaknesses vitality 5, slashing 5
Speed 30 feet
Offense
Melee Fist +17, Damage 2d6+5 bludgeoning plus 1d6 fire
Abilities
Quenchable Death Throes — When a chemical zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning plus 2d10 fire{2d10 bludgeoning and 2d10 fire damage} to each creature in the area (DC 21 Reflex). If the chemical zombie is soaked with water before it dies (such as by dousing it with a bucket of water or hitting it with a water spell like Hydraulic Push), the chemicals are neutralized and this ability doesn't trigger.
Slow — A sulfur zombie is permanently Slowed 1 and can't use reactions.
Void Healing — Negative Healing
Blinding Sulfur (incapacitation) — A sulfur zombie burns with putrid inner fire. A creature hit by a sulfur zombie's fist Strike must attempt a DC 22 Fortitude save. On a failure, the creature is Blinded for 1 round, or for 1 minute on a critical failure.
Run Chemical Zombie in the encounter builder — free, no install.
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