AC 8
HP 75 (10d8 + 30; bloodied 37)
Speed 20 ft., swim speed 20 ft.
Proficiency +2; Maneuver DC 11
Damage Vulnerabilities bludgeoning
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
Area Vulnerability. The horde takes double damage from any effect that targets an area.
Horde. The horde is composed of 5 or more zombies. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The horde can move through any opening large enough for one Medium creature without squeezing.
Horde Dispersal. When the horde is reduced to 0 hit points, it turns into 2 (1d4) zombies with 7 hit points each.
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: 22 (5d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11).
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 32 (5d10 + 5) piercing damage, and the horde regains the same number of hit points.