Starfinder: Chilled Zombie
Chilled Zombie CR 4 XP 1200
Chaotic evil medium undead (cold)
Init +2; Senses Darkvision 60 ft.; Perception +7
Defense HP 29
EAC 17; KAC 18
Fort +1; Ref +6; Will +8
Immunities Cold
Defensive Abilities DR 5 /+1 or energy
Weaknesses Fire vulnerability, obsidian
Offense
Speed 30 ft.
Melee Bite +9, (1d6+4 P Crit 1d6 cold), or two fists +5 (1d4+4 Crit 1d6 cold) or by melee weapon +9
Ranged By weapon +7
Offensive Abilities Infectious bite, regenerative feeding
Statistics
Str +4; Dex +2; Con -; Int +0; Wis +2; Cha +0
Skills Acrobatics +7 sense motive +7 stealth +7
Feats Iron will, lightning reflexes, nimble moves
Languages Common
Gear None
Ecology
Environment Cold only
Organization Solitary, pairs, small groups (1d4) or Squads (3d4)
Special Abilities
Fire vulnerability These creatures are susceptible to fire-based weapons and will suffer double damage when hit by such weapons. The creature must also make a Fort saving throw (DC 10+1 per 3 points of damage sustained) or become staggered for 1d6 rounds.
Infectious bite (Ex) Anyone bitten by one of these creatures must make a Fort save (DC 15) or become infected with the necromantic virus. Each hour the victim is allowed another Fort saving throw (DC 15) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a either a crusher, or a regular 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.
Obsidian Vulnerability If even a tiny amount of obsidian enter the body of these Chilled zombies, it causes the zombie to freeze in place. Then a series of cracks will appear across its body and on the next round it will explode violently. The burst radius of the explosion is 20 feet and anyone caught in the radius will suffer 2d6 points of cold damage as a result (Ref DC 16 save for half damage)
Regenerative Feeding (Ex) The only way the creature can regenerate from any damage is to feed. The creature must make a successful CM to grapple a target, and as long as it has the target grappled, it will feed, draining 1d2+1 points of Constitution per round. The creature will automatically heal 5 points of damage inflicted per point of Constitution drained through this manner. The lost Constitution can be regained through magic or by rest.
One major issue the scientists and necromancers found when it came to animating the dead was that most zombies literally froze and were completely useless in cold climates, especially in space. With tinkering, they finally came up with a virus which allowed the zombies to function in such environments.
These zombies became known as Chilled. Physically they have all the typical characteristics of regular zombies, but with a couple of notable exceptions. First, the virus turns the eyes a light shade of blue. It did not matter what the victim’s eye color was before succumbing to the plague, once they achieved un-life, the eyes turned blue. Secondly, the hands and feet of the victim turned black, as if the appendages were badly frost-bitten.
Another trait that set these particular undead creatures apart from the others was the fact that they could still use weapons, including firearms and ranged weapons, not to mention they are capable of using armor. They still retain enough intelligence to use such, including other types of gear, and to be able to reload or change out power-cells if such an action is required.
A favored tactic of many of the terrorists is to ensure that mercenary, police or military units became infected. Due to the fact that these particular undead could still wield weapons they proved to be far deadlier than any other breeds of undead with a few notable exceptions.
The other saving grace when it comes to these creatures is that they are only found in cold or arctic conditions. Temperatures above freezing destroy these monsters.