Zombie HulkCreature 6
Source Pathfinder Bestiary
Perception +8 (darkvision)
Languages none
Skills Athletics +18
Str +7, Dex -1, Con +4, Int -5, Wis +0, Cha -2
AC 21; Fort +16; Reflex +9; Will +12;
HP 160 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10
Hunk Of Meat +17 (+12, +7) to hit (reach 15) 2d10+9 Bludgeoning
Hunk Of Meat +9 (+4, -1) to hit (thrown 10) 2d10+9 Bludgeoning
Corpse +17 (+12, +7) to hit (brutal, range increment 30) 2d6+9 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.
SlowA zombie is permanently slowed 1 and can't use reactions.
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.
Corpse ThrowingA zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw Zombie Shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands Prone, but if it's not destroyed, it can rise and use other actions normally.
Wide SwingThe zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike's reach. This attack counts as two attacks for the zombie hulk's multiple attack penalty.
These towering horrors are animated from the corpses of monstrosities.
A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.
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.
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.