b'Colony of Mildew Zombies \n'b'  Huge swarm of Medium   undead ,  unaligned  \n'b'  Armor Class  10  Hit Points  68 (8d12 + 16)  Speed  25 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  14 (+2)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  acid, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned   Senses   darkvision  60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Alien Nature . The mildew zombie takes 5 poison damage when it comes in contact with liquid water. While submerged in water, it takes 10 poison damage at the start of its turn. This effect ignores the mildew zombie\xe2\x80\x99s poison damage immunity. \n'b'  Destroy Metal . Any nonmagical weapon made of metal that hits the colony corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to  damage rolls . If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the mildew zombie is destroyed after dealing damage. \n'b'  Deteriorate Blood . A creature that starts its turn within 5 feet of the colony takes 2 necrotic damage. Constructs and Undead are immune to this effect. \n'b'  Fungal Infection . A Humanoid slain by a  melee attack  from the colony revives as a mildew zombie within 1d4 hours. \n'b'  Swarm . The colony can occupy another creature\xe2\x80\x99s space and vice versa, and the colony can move through any opening large enough for a Medium mildew zombie. The colony can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The colony makes two Spike attacks. \n'b'  Spike .  Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the colony\xe2\x80\x99s space.  Hit : 12 (2d6 + 5) piercing damage, or 8 (1d6 + 5) piercing damage if the colony has half of its  hit points  or fewer. \n'b'\n'b' REACTIONS \n'b'\n'b'  Confusing Spores (Recharge 4-6) . After being hit by a  melee attack , the colony releases a cloud of spores if it can see the attacker. The creature must succeed on a DC 12  Constitution  saving throw or be  stunned  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'