Goblin ZombieCreature 1
Source Pathfinder Blog
Perception +0 (darkvision)
Languages none
Skills Acrobatics +3, Athletics +4
Str +3, Dex +2, Con +0, Int -5, Wis +0, Cha +0
AC 12; Fort +5; Reflex +3; Will +3;
HP 20 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison
Weaknesses Positive 5, Slashing 5
Fist +7 (+2, -3) to hit 1d6+3 Bludgeoning
Alchemical Rupture
When the goblin zombie is reduced to 0 Hit Points, an alchemical device jammed in its belly ruptures. Roll 1d4 and consult the following for the effect: 1 creatures in a 5-foot emanation take 1d3Persistent Acid Damage; 2 creatures in a 5-foot emanation take 1d4 fire damage (DC 16 basic reflex save); 3 creatures in a 5-foot emanation take 1d4 poison damage (DC 16 basic fortitude save); 4 smoke billows out in a 5-foot emanation for 1 round (creatures in that area are concealed, and all other creatures are concealed to them).
Jaws (attack)Requirement The goblin zombie has a creature grabbed or restrained
Effect The goblin zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.
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.
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.