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Disgorged Zombie

Creature 6 (uncommon) — electricity, mindless, undead, unholy, zombie

Pre-Remaster content. May include legacy alignment.

AnvilLANDundeadzombieelectricityunholy

Shock zombies are hideous undead covered with bolts and electrical wiring. Most have two large electric coils mounted on their backs to absorb and project electricity. If uncontrolled, shock zombies often wander far afield in search of inventors' labs or lightning storms to draw power from. In a pinch, the natural electric currents inside living creatures more than suffice.

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +14; darkvision
Skills acrobatics +14, athletics +15
Str
+5
Dex
+4
Con
+2
Int
-5
Wis
+2
Cha
-2
AC 21 Fort +14 Ref +17 Will +11
HP 52 (lightning powered, void healing)
Immunities bleed, death-effects, disease, electricity, paralyzed, poison, mental
Weaknesses vitality 5, slashing 5
Speed 25 feet

Offense

Melee Fist (unarmed) +16, Damage 1d12+7 bludgeoning plus 1d12 electricity plus Amnesia Venom

Abilities

Electricity Absorption — For 1 minute after taking electricity damage, a shock zombie loses its usual Slowed 1 condition, gains the ability to use reactions, and gains a +10-foot status bonus to its Speed.
Lightning Powered — Arcs of restorative electricity jolt between shock zombies. For each shock zombie within 30 feet, the shock zombie gains fast healing 2 (to a maximum of fast healing 10).
Slow — A shock zombie is typically Slowed 1 and can't use reactions (but see electricity absorption).
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.
Amnesia Venom (mental, poison) — Saving Throw DC 29 Fortitude

Maximum Duration 6 rounds

Stage 1 Off-Guard (1 round)

Stage 2 off-guard and Clumsy 1 (1 round)

Stage 3 Confused, off-guard, and Clumsy 2 (1 round).

WORKS WELL WITH

SniperLANDRanged damage from a safe distance avoids feeding this undead the electricity it actually absorbs to shed its usual sluggishness.
FlankerLANDA mobile striker can exploit this slow undead's limited action economy while it plods toward the front line.
SnareLANDA controller adding difficult terrain compounds this creature's already reduced Speed, keeping it out of the fight longer.

PUNISHES

✖ electricity attacks✖ poison or disease tactics✖ reliance on paralysis
Electricity damage removes this undead's Slowed condition and grants it a burst of Speed, so avoid electric tactics against it; also avoid clustering it with more of its own kind, since they restore each other's wounds.
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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