Starfinder: Burning Zombie

Chris Van Deelen

Burning Zombie CR 3 XP 800

Neutral medium undead (fire elemental)

Init +0; Senses Darkvision 60 ft.; Perception +3

 

Defense                                                             HP 23

EAC 11; KAC 12

Fort +1; Ref +3; Will +5

Defensive Abilities Burning blood, burning bodies; immunities undead immunities

Weaknesses Cold vulnerability

 

Offense

Speed 30 ft.

Melee Bite, +6, (1d4+2+3d6 flame damage) or two bashes, +2, (1d3+2+3d6 flame damage)

Offensive Abilities Flame aura, flaming embrace, infectious bite.

 

Statistics

Str +2; Dex +0; Con -; Int -4; Wis +1; Cha +0

Skills Athletics +2

Feats None

Languages None

Gear None

 

Ecology

Environment Any except cold or vacuum

Organization Small packs (2d3)

 

Special Abilities

Burning Blood (Ex) Hitting one of creatures with a piercing weapon can have unexpected and horrific results. Any piercing attack (including bullets) will cause a jet of super-heated blood and viscera to spew from the wound. This will create a cone which is 5 ft. wide and has a distance of 20 ft. It will always hit in the direct from which the wound was inflicted, and anyone caught in the area of effect must make a Ref save (DC 12) or be hit by the stream. This inflicts 2d6 points of fire damage. A successful save will negate the attack.  

Burning Bodies (Su) Any physical contact with the creatures involving a melee weapon or natural weapon are forced to make an item saving throw versus thermal or the item will suffer an additional 1d6 points of thermal damage (on top of the damage sustained from the heat aura).

Cold Vulnerability (Ex) These creatures take 50% more damage when hit by cold-based attacks, and suffer a -4 to all saving throws involving cold-based spells or effects.

Flame Aura (Su)  When they approach a potential victim, the creatures radiate a powerful heat aura out to 30 feet. Anyone caught in this aura will take 2d6 points of fire damage per round until they leave. It makes dealing with the creatures in a melee environment difficult, at best.

Flaming Embrace (Ex) The burning zombie will attempt to grapple anyone it encounters. This attack can be used once every two rounds, and does not count towards the movement or attack action. It is a free action and can be used against anyone in a 5 ft. range. The creature is allowed a Grapple attack, and if it succeeds, it will get an bite attack which will automatically hit. 

Infectious Bite (Su) Anyone bitten by the creature must make a Fort save (DC 12) or become infected. This will inflict 1d4 points of Constitution damage and the victim must make a save every hour until two successful save have been made, at which point their body has purged the infection.  Once the Constitution hits zero, the victim dies, their body bursting into flame, burning away all hair, clothing and gear and they will join the ranks of the burning undead. The effects of the virus can be reversed, requiring any medical drug which cures disease. The Constitution damage will heal at the victim’s natural healing rate.

 

This is what one gets when they infuse an elemental with the negative energies found in all undead. It is a humanoid zombie, but it is constantly burning and smouldering, making the bite and physical attacks all that much deadlier.

These particular undead often appear as blackened corpses, who have clearly been through an inferno. The skin is split in numerous places where the interior of the creature is visible. Instead of showing cooked meat and organs, there is a hellish reddish-yellow light, and it appears as if the material exposed through the cracks is still burning.

Which, case in point, is exactly what is happening, although the monsters are not being consumed by the infernal heat. They do not seem to be bothered by the superheated material inhabiting their remains, and despite the temperatures, the remains are not consumed by the thermal dynamics.

These creatures are slow moving and are typically dispatched from a distance with little to no effort, and that is the best way to deal with them.  Trying to engage them up close and personal is a very dangerous proposition, unless the attacker has protection from thermal energy.

Of course these creatures are immune to any sort of thermal-based attack, and shockingly enough, they are also immune to cold-based attacks. It should be noted once they have been dispatched, the bodies will rapidly cool and crumble into a pile of black and grey ash in 1d4 rounds after death.

These monsters are typically found in areas where there is an abundance of heat, such as open crevices which spew lava, active volcanoes and of course on the Elemental plane of fire.

Generally it is easy to spot when these creatures are coming, as the heat generated by their bodies tend to start a lot of wild-fires, so not only are they deadly in their own right, they can cause significant property damage by simply walking through.

Starfinder Creature Index