This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
Zombie (CR 1/2)
NE Medium Undead
Init +0; Senses Darkvision 60 ft.; Perception +0
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12  (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune Undead Traits
Weakness Fire and Holy
Speed 30 ft.
Melee Bite +4 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack, Sickening Breath
During Combat The zombie usually picks the closest target unless ordered to pick another.
Str 17, Dex 10, Con -, Int –, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Critical Attack (Ex)
Once per day as a standard action, the zombie can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+4 x 1.5 for total damage.
Sickening Breath (Su)
A zombie can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 11) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Zombies have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition). A zombie can move up to its speed and attack in the same round as a charge action.