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Chemical ZombieCreature 6


NEMediumFireMindlessUndeadZombie
Source Pathfinder #180: The Smoking Gun
Perception +12 (darkvision)
Languages none
Skills Athletics +15, Stealth +12
Str +5, Dex +2, Con +4, Int -5, Wis +2, Cha -2

AC 23; Fort +16; Reflex +12; Will +10;
HP 125 (negative healing)
Speed 30 feet
Immunities death effects, disease, fire, mental, paralyzed, poison, unconscious
Weaknesses Positive 5, Slashing 5

Fist One Action +17 (+12, +7) to hit 2d6+5 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Quenchable Death Throes

When a chemical zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning and 2d10 fire damage to each creature in the area (DC 21 basic 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Slow

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

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.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.