AC 8
HP 15 (2d8 + 6; bloodied 7)
Speed 20 ft., swim speed 20 ft.
Proficiency +2; Maneuver DC 11
Damage Immunities poison
Condition Immunities fatigue , poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Undead Fortitude (1/Day). If the zombie is reduced to 0 hit points by damage that isn’t radiant or from a critical hit, it’s instead reduced to 1 hit point, falls prone , and is stunned until the end of its next turn, appearing to be dead.
Undead Nature. A zombie doesn’t require air, sustenance, or sleep.
Fogwalk. The fogborn ignores difficult terrain and damaging effects from terrain as long as its movement takes it in a direct horizontal path and ends in an unoccupied space able to support it.
In addition, when the fogborn enters or leaves a square the area becomes lightly obscured by fog that lasts until the start of the fogborn’s next turn.
Water Walker. The fogborn gains a swim speed equal to its Speed, and it can move across water as if it were solid ground.
ACTIONS
Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until the grapple ends, the zombie can’t grab another target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 6 (1d10 + 1) piercing damage, and the zombie regains the same number of hit points.