Chemical Zombie
Level 6Attacks
Abilities
When a chemical zombie dies, its body explodes in a 30-foot area of fire and debris that deals 2d10 bludgeoning 2d10 fire 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.
A sulfur zombie is permanently Slowed 1 and can't use reactions.
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.
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.