Goblin Zombie

Level 1
Creature· evilUncommonSmallLegacy
AC 12
HP 20 (void healing)
Speed 25 ft.
Fort +5
Ref +3
Will +3
Perc +0
Size Small
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses vitality 5, slashing 5
Senses darkvision
Skills athletics +4, acrobatics +3
Recall Knowledge religion DC 17

Attacks

Melee Fist +7/+2/-3(unarmed)
Damage: 1d6+3 bludgeoning
Effect: grab
Melee Jaws +7/+2/-3(unarmed)
Damage: 1d8+3 piercing

Abilities

Alchemical Rupturedefensive

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: 1d4 Alchemical Rupture Alchemical Effect 1 creatures in a 5-foot emanation take 1d3 persistent acid damage 2 creatures in a 5-foot emanation take 1d4 fire damage (DC 16 reflex save) 3 creatures in a 5-foot emanation take 1d4 poison damage (DC 16 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)

Slowdefensive

A goblin zombie is permanently Slowed 1 and can't use reactions.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.