b'Zombie, Fever \n'b'  Family:   Zombies  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  8 (natural armor)  Hit points  22 (3d8 + 6)  Speed  20 ft.\n'b' STATS STR: 15 (+2) DEX:  6 (-2)  CON:  16 (+3)  INT:  3 (-4)  WIS:  6 (-2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  fire  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  8  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  1 (200 XP) \n'b' Special Traits \n'b'\n'b'  Aggressive . As a bonus action, the fever zombie can move up to its speed toward a hostile creature that it can see. Smell Sentience. The fever zombie can smell the presence and location of any creature within 300 feet of it that has an  Intelligence  of 3 or higher, regardless of interposing barriers, unless the creature is protected by a  mind blank  spell. \n'b'  Undead Fortitude . If damage reduces the zombie 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 drops to 1 hit point instead \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The fever zombie makes two attacks, only one of which can be a bite  attack . \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 fever zombie can grapple the target (escape DC 12). \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 9 (2d6 + 2) piercing damage and the target must succeed on a DC 13  Constitution  saving throw or become  poisoned  for 1 minute. At the end of each of the  poisoned  target\xe2\x80\x99s turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one. Disturbing Feast. The fever zombie feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each living creature within 60 feet of the fever zombie and able to see it must succeed on a DC 14  Wisdom  saving throw or be  frightened  of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the fever zombie\xe2\x80\x99s Disturbing Feast for the next 24 hours. \n'b'\n'b' About \n'b' This shuffling, groaning undead has pale skin and sniffs the air. \n'b' These zombies have but one goal: to eat brains.'