Technic Zombie (5-6)Creature 3
Source Pathfinder Society Quest #8: Shadows of the Black Sovereign
Perception +4 (darkvision)
Languages none
Skills Athletics +11
Str +5, Dex -3, Con +4, Int -4, Wis +0, Cha -2
AC 16; Fort +11; Reflex +4; Will +7;
HP 70
Speed 25 feet
Weaknesses Slashing 10
Resistances Electricity 5
Fist +12 (+7, +2) to hit (reach 10) 1d6 Electricity + 1d10+4 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.
Voltaic Surge (electricity)Trigger The technic zombie critically hits a creature with a fist Strike
Effect The Technic zombie releases a jolt of electricity through its fist, dealing 2d6 electricity damage to the target. Additionally, the target becomes Clumsy 2 for 1 round (DC 18 reflex negates)
Frequency once per minute
Improved PushThe monster can use Push as a free action triggered by a hit with its initial attack.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.