Starfinder: Flammable Zombie

Starfinder: Flammable Zombie

Flammable Zombie CR  ½ XP 200

Neutral medium undead

Init -2 or +2 at night; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 12

EAC 8; KAC 9

Fort +0; Ref -1 ; Will +3

Weaknesses Fire; Immunities Explosive vapor

 

Offense

Speed 20 ft. (40 ft. at night)

Melee Bite +1 (1d6+2 P) or two bites +0 (1d6+2 P) at night.

Offensive Abilities Explosive vapor, infectious bite, darkness alacrity

 

Statistics

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

Skills None

Feats None

Languages None

Gear None

 

Ecology

Environment Any

Organization Mob (4d6)

 

Special Abilities

Darkness alacrity (Ex) During the daytime, they are an annoyance and are very dangerous to the unprepared. In darkness however, they become far, far worse. Their speed increases dramatically and they gain additional attacks. The creature’s Initiative increases to +2 when in the dark. Also in darkness the explosive gas is no longer generated, instead it is used by the zombie, and this is what causes them to become so much faster and deadlier.

Explosive Vapor (Ex) As it turns out, the vapor they constantly emit is highly flammable and can even be explosive, which makes using fire-based weapons around this particular form of undead a dangerous proposition. If any flame or thermal-based weapon is used against these creatures, the gas will ignite, causing 2d6 points of damage (Ref save DC 12) in a 15 foot radius surrounding the zombie. These creatures are likewise immune to the explosive effects of this type of fumes.

Infectious bite (Sp) Anyone bitten by one of these creatures must make a Fort save (DC 12) or become infected with the zombie virus. Each hour the victim is allowed another Fort saving throw (DC 12) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a Flammable zombie.  A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.

During the daytime these zombies appear to be like any other zombies – slow, shambling monsters on the hunt for meat to consume and flesh to infect. There is one aspect to these creatures that set them apart from the regular run-of-the-mill undead – there is a strange, green vapor constantly emitting from their mouths. Sometimes it appears as if they are breathing when in fact they are not.

Another aspect sets these apart from the typical undead menace that are encountered – they scream, and scream a lot! Most zombies will growl or groan, but these creatures cannot seem to keep their mouths shut.  

Like most zombies, the sure-fire way to kill these is by destroying the head, which can be relatively difficult if not equipped with the right type of weapon. Still, inflict enough damage on the creatures and they can be taken down and the brains destroyed at a leisurely pace, but this again can be a dangerous proposition, depending on how many are encountered.

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