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Chemical Zombie

Creature 6 — fire, mindless, undead, unholy, zombie

Pre-Remaster content. May include legacy alignment.

AnvilLANDundeadfirezombie

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; darkvision
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 (void healing)
Immunities bleed, death-effects, disease, fire, paralyzed, poison, unconscious, mental
Weaknesses vitality 5, slashing 5
Speed 30 feet

Offense

Melee Fist (unarmed) +17, Damage 2d6+5 bludgeoning plus 1d6 fire plus Blinding Sulfur

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 — 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.
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.

WORKS WELL WITH

SniperLANDSniper contributes consistent damage from range while the Anvil absorbs frontline attention and threatens melee attackers with blinding strikes.
WeaverLANDWeaver slows and funnels enemy advance into the Anvil's melee range, maximizing the danger of the death explosion when the Anvil falls.

PUNISHES

✖ melee reliance✖ clumping
slow stacking
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #180: The Smoking Gun.

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