Disgorged ZombieCreature 6
Source Pathfinder #180: The Smoking Gun
Perception +14 (darkvision)
Languages none
Skills Acrobatics +14, Athletics +15
Str +5, Dex +4, Con +2, Int -5, Wis +2, Cha -2
AC 21; Fort +14; Reflex +17; Will +11;
HP 52 (lightning powered, negative healing)
Speed 25 feet
Immunities death effects, disease, electricity, mental, paralyzed, poison
Weaknesses Positive 5, Slashing 5
Fist +16 (+11, +6) to hit 1d12 Electricity + 1d12+7 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.
Negative HealingA 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.
Electricity AbsorptionFor 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 PoweredArcs 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).
SlowA shock zombie is typically Slowed 1 and can't use reactions (but see electricity absorption).
Amnesia Venom (mental, poison)Saving Throw DC 29 fortitude
Maximum Duration 6 rounds
Stage 1 Flat-Footed (1 round)
Stage 2 flat-footed and Clumsy 1 (1 round)
Stage 3 Confused, flat-footed, and Clumsy 2 (1 round).
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
MindlessA 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.