b'Zombie, Creep \n'b'  Family:   Zombies  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  12 (natural armor)  Hit points  22 (3d8 + 6)  Speed  20 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  7  Languages  Common  Challenge  1 (200 XP) \n'b' Special Traits \n'b'\n'b'  Death Burst . The creep zombie explodes when it drops to  0 hit points . Each creature within 20 feet of it must succeed on a DC 15  Dexterity  saving throw or take 10 (3d6) piercing damage and become infested by 1d4 creeps. At the start of each of the target\xe2\x80\x99s turns, the target takes 1d6 necrotic damage per creep infesting it. At the end of each of its turns thereafter, the target takes 3 (1d6) necrotic damage per creep infesting it (maximum of 10d6). A creep-infested target dies if it drops to  0 hit points , then rises 10 minutes later as a creep zombie. If a creep-infested creature is targeted by an effect that cures disease or removes a curse, all the creeps infesting it wither away. Hive Mind. The creep zombie is immune to the  charmed  and  frightened  conditions while within 30 feet of at least one other creep \n'b'\n'b' Actions \n'b'\n'b'  Unarmed Strike .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the creep zombie can grapple the target (escape DC 12). Spit.  Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the creep zombie,  incapacitated , or  restrained .  Hit : A creep attaches to the target. While on the target\xe2\x80\x99s skin, the creep can be killed by normal means or scraped off using an action (the creep zombie can use this action to launch a scraped-off creep at a humanoid it can see within 10 feet of the creep). A creep enters the target at the end of the target\xe2\x80\x99s next turn, dealing 1 piercing damage to it. Applying fire to the wound before the end of the target\xe2\x80\x99s next turn deals 1 fire damage to the target and kills these creeps. At the end of each of its turns thereafter, the target takes 3 (1d6) necrotic damage per creep infesting it (maximum of 10d6). A creep-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a creep zombie. If a creep-infested creature is targeted by an effect that cures disease or removes a curse, all the creeps infesting it wither away. \n'b'\n'b' About \n'b' This animated corpse stumbles about wildly. Something pulses in its mouth, as if the zombie\xe2\x80\x99s tongue had a life of its own. \n'b' Creep zombies are created by other creeps. They contain creeps in their brains. They are especially adept at spitting them into other peoples\xe2\x80\x99 mouths. Creep zombies are less combatants and more physically delivery systems for explosive infestations of creeps.'