Starfinder: Tyrannical Zombie
Tyrannical Zombie CR 7 XP 3,200
Neutral large undead
Init +5; Senses Darkvision 60 ft.; Perception +13
Defense HP 60
EAC 13; KAC 14
Fort +3; Ref +5; Will +7
Defensive Abilities DR 5 points against all physical attacks; immunities Energy immunity, undead immunities
Weaknesses Exposed heart
Offense
Speed 30 ft.
Melee One punch, +15 (1d6+5), or one claw +15 (2d8+5) or one bite +15 (1d10+5)
Space 5 ft.; Reach 10 ft.
Offensive Abilities Infectious attack, rending claw
Statistics
Str +5; Dex +2 ; Con -; Int -2; Wis +3; Cha +0
Skills Acrobatics +12, athletics +15, intimidate +10
Feats Cleave, climbing master, great cleave, improved initiative, lunge
Languages None
Gear None
Ecology
Environment Any
Organization Solitary or small bands (1d4)
Special Abilities
Energy Immunity (Su) Due to the necromantic nature of the magic involved in creating this beast, the creature is completely immune to all types of energy.
Exposed heart (Ex) The undead monster’s heart has increases in size, so much to the point it pushes through the chest. Although undead, these creatures still have a beating heart and blood runs through their mutated and altered bodies. The heart is located on the right side of the body, no longer centered or slightly to the left. Anyone striking at the heart will inflict an automatic critical (but only through the use of piercing weapons and bullets do count). This requires a -6 to hit, because even though the heart is greatly enlarged, it is still a difficult target to hit, since the creature is constantly on the move. Oddly enough, only physical attacks such as melee weapons, bullets, arrows, and so forth, will damage the heart. Attacking the exposed organ with energy-based weapons will only inflict normal damage.
Infectious Attack (Su) Anyone bitten or slashed by the creature must make a Fort save (DC 15) 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 and they will rise as a regular zombie in 1d4 minutes. 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.
Rending Claw (Su) Those who are struck by the claw are exposed to the infection, which can transform them into a zombie (see Infectious attack), but at the same time a Fort Save (DC 15) is required or they will bleed 1d6 points of damage per round due to the savage nature of the claw attack.
Necromancers have always looked for a way to perfect their undead creations. One of the easiest types of undead for these evil beings to create have always been the zombie. The problem is most zombies are fairly easily dispatched, and sometimes they need a little more ‘bang’ for their necromantic buck.
With the help of less than ethical scientists, they discovered a way to cause a regular zombie to mutate into a more powerful version. By exposing a simple zombie to a strange cocktail of necromantic magic and chemicals, they are able to force the zombie to undergo a radical mutation. The end result is a zombie which can still infect others, still needs to feed, but is far more capable of defending itself and absorb more damage than the usual shambling corpse.
This particular type of undead is used as a ‘shock and awe’ troop, sent ahead of the regular zombies in order to pulverize resistance, destroy robotic units, take out vehicles and simply to absorb incoming fire.
These particular creatures undergo a massive metamorphosis. They easily increase in size by nearly fifty percent, and the weight is tripled. The musculature and bones toughen, making them far stronger than a regular human. What is terrifying is the long-dormant memories of the creatures are selectively ‘awakened’, allowing them to perform simple tasks and even use crude weaponry. Unlike regular zombies, these creatures are fully capable of climbing ladders, opening doors, and performing other tasks which would have usually stumped them in the past.
When engaged in combat, these creatures are more likely to slash and claw, and only after their victims have been reduced to bloody piles do they bother to feed. As a result, typically little remains of the victim to reanimate.
These creatures are likewise highly resilient and able to absorb an obscene amount of damage before finally succumbing to true death. And though their heart beats they are still dead.