That sounds about right. Retain the berserk from the other three puppets?
Sure, why not. Shall we keep the immunity to electricity as well?
I'd drop the Dex a lot to account for the poor AC.
That would give us something like this:
Puppet, Zombie
Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: -3
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Slam +2 melee (1d6+1)
Full Attack: 2 slams +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision, tomb tainted
Saves: Fort +0, Ref -3, Will +0
Abilities: Str 13, Dex 5, Con -, Int 6, Wis 11, Cha 14
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating:
1?
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---
Berserk (Ex): When a zombie puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%