b'Zombie, Giant Rat \n'b'  Family:   Zombies  \n'b'  Small   undead ,  neutral evil  \n'b'  Armor Class  12  Hit Points  7 (2d6)  Speed  30 ft.\n'b' STATS STR: 7 (-2) DEX:  15 (+2)  CON:  11 (+0)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wisdom  +2  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  \xc2\x97  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  Keen Smell . The zombie rat has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Pack Tactics . The zombie rat has advantage on an attack roll against a creature if at least one of the rat\xc2\x92s allies is within 5 feet of the creature and the ally isn\xc2\x92t incapacitated. \n'b'  Turn Resistance . The zombie rat has advantage on saving throws against any effect that turns undead. \n'b'  Undead Fortitude . If damage reduces the zombie dire rat to  0 hit points , 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 rat drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13  Constitution  saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain  hit points  except by magical means, and the target\xc2\x92s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies.'