# Cavefish Zombie *Medium* *Undead* *neutral evil* - **Armor Class:** 10 - **Hit Points:** 37 (5d8+15) - **Speed:** swim 40 ft. walk 20 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** Tome of Beasts 2, page 384 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 15 (+2) | 10 (+0) | 16 (+3) | 3 (-4) | 6 (-2) | 3 (-4) | - **Saving Throws**: Wis +0 - **Skills:** - **Damage Immunities:** poison - **Condition Immunities:** poisoned - **Senses:** darkvision 60 ft., passive Perception 8 - **Languages:** understands the languages it knew in life but can’t speak ### Special Abilities - **Stench:** Any creature that starts its turn within 5 feet of the cavefish zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's Stench for 24 hours. - **Undead Fortitude:** If damage reduces the cavefish zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. ### Actions - **Slam:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.