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# 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 cant 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.