Cybernetic Zombie

Undead CR -1

Medium, Black, Mindless, Undead, Tech, Zombie

Source Alien Core pg. 202

Recall Knowledge DC 13

Undead (Religion)

Perception 1d20+3; Darkvision

Ability Scores

Strength 1d20+2, Dexterity 1d20+4, Constitution 1d20+3, Intelligence 1d20-5, Wisdom 1d20, Charisma 1d20-2 

Skills

Skills: Athletics 1d20+5


Defenses

AC 15;

40/40
HP

Immunities:  death effects, disease, mental, paralyzed, poison, unconscious

Weaknesses electricity 10, slashing 10

void healing

Movement Speed: 20 ft

Saves

Fortitude 1d20+5, Reflex 1d20+6, Will 1d20+2


Strikes

Melee Strikes

◈ Fist, 1d20+4 [1d20+1 / 1d20-6], 1d6+2 blugeoning

Ranged Strikes

Magazine
10/10

Laser Pistol, 1d20+6 [1d20+1 / 1d20-4], Range 40ft, 1d6 Fire

(Tech) Reload 1


Inventory

integrated commercial laser pistol (commercial battery)

Salvageable Components

Battery: Medium‑grade Power Cells capable of powering a small Tech device for a scene or serving as a crafting/repair resource.

Laser Emitter Assembly: Can be refit into a light laser weapon or used as a high‑value Tech crafting component.

Tech Component Cluster: a standardized, “boxed up” form of generic Tech salvage.

Special Abilities

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 DestructRequirements 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.



HP
3/20

Condition #