SFS Standard Cybernetic Zombie Creature -1

Elite Weak Cybernetic Zombie Creature -1

Image of a cybernetic zombie
Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The 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 Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6+2 fire

All Creatures in "Zombie, Tech"

Zombie, Tech

Technological zombies are created when a dead creature is reanimated (or otherwise kept moving) by an internal or integrated technological item—usually an augmentation. Despite the vast differences in form and hardware between different tech zombies, they do have similarities—they're mindless undead driven to harm the living, with technological components and weaknesses that can be leveraged.