Chemical Zombie

Level 6
Creature· evilMediumLegacy
AC
23
HP
125
Speed
30 ft.
Perception
+12
Fort
+16
Ref
+12
Will
+10
Immunities bleed, death-effects, disease, fire, paralyzed, poison, unconscious
Weaknesses vitality 5, slashing 5
Senses darkvision
Skills athletics +15, stealth +12
Recall Knowledge DC 22 (religion)

Attacks

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

Abilities

Quenchable Death Throesinteraction

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.

Slow

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

Void Healing
Blinding Sulfur

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.