b'Zombie, Goblin \n'b'  Family:   Zombies  \n'b'  Small   undead ,  neutral evil  \n'b'  Armor Class  11 (leather armor)  Hit Points  13 (3d6 + 3)  Speed  15 ft.\n'b' STATS STR: 13 (+1) DEX:  10 (+0)  CON:  12 (+1)  INT:  3 (-4)  WIS:  6 (-2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +0  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  8  Languages  can\xe2\x80\x99t speak but understands the languages it knew in life  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Undead Fortitude . If damage reduces the  zombie   goblin  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   goblin  drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Pound for pound,  zombie  goblins might be the least effective zombies, but necromancers looking to cut costs or those who lack access to large numbers of human zombies often choose this route. Goblin shamans who work with the materials they have often have large numbers of zombie goblin servants. Either way, they are weak individually but dangerous in greater numbers. Even a mediocre wannabe dread lord can bring dozens of the things to battle.'