Flaring Cybernetic Zombie

Level 5
Creature· mindlessRareMediumRemaster
AC
19
HP
90
Speed
25 ft.
Perception
+7
Fort
+12
Ref
+11
Will
+7
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses electricity 8, slashing 8
Senses darkvision
Skills athletics +12
Recall Knowledge DC 25 (religion)

Attacks

Melee Fist +12 (unarmed), Damage 2d6+6 bludgeoning
Melee Integrated Commercial Laser Pistol +14 (fire), Damage 2d6+4 fire

Abilities

Cybernetics

The cybernetics of a cybernetic zombie can be disabled for 1 hour with a successful check. A zombie's cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is Slowed 1 and can't use reactions (including self-destruct).

Self Destruct

A cybernetic zombie must use this reaction unless its cybernetics are disabled

Trigger The cybernetic zombie is reduced to 0 Hit Points


Effect The zombie's damaged cybernetics explode, dealing (3d8+2)[electricity|options:area-damage] damage in a 10-foot area (DC 19 reflex save). This ability destroys any technological items on the zombie.

Short Circuit

The sparking zombie has been implanted with tech components that have malfunctioned and are crackling with electricity. A creature that hits the zombie with an unarmed Strike takes 5[electricity] damage.