Flaring Cybernetic Zombie

Level 5
Creature· mindlessRareMediumRemaster
AC 19
HP 90 (void healing)
Speed 25 ft.
Fort +12
Ref +11
Will +7
Perc +7
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses electricity 8, slashing 8
Senses darkvision
Skills athletics +12
Recall Knowledge religion DC 25

Attacks

Melee Fist +12/+7/+2(unarmed)
Damage: 2d6+6 bludgeoning
Ranged Integrated Commercial Laser Pistol +14/+9/+4 (range 40 ft.)(fire)
Damage: 2d6+4 fire

Abilities

Cyberneticsdefensive

The cybernetics of a cybernetic zombie can be disabled for 1 hour with a successful Disable device check. A zombie's cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is Slowed 1 and can't use reactions (including self-destruct).

Self Destructdefensive

A cybernetic zombie must use this reaction unless its cybernetics are disabled Trigger The cybernetic zombie is reduced to 0 Hit Points Effect The zombie's damaged cybernetics explode, dealing (3d8+2) electricity damage in a 10-foot emanation (DC 19 reflex save). This ability destroys any technological items on the zombie.

Short Circuitoffensive(electricity)

The sparking zombie has been implanted with tech components that have malfunctioned and are crackling with electricity. A creature that hits the zombie with an unarmed Strike takes 5 electricity damage.