Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Behemoth Regeneration. Behemoth Zombies regenerate 5 hit points of damage at the end of the round it isn't at 0 hit points
Multiattack. Behemoth Zombie can make 2 attacks: Two attacks with its Huge Great Sword or one with its Overhead Slam attack.
Overhead Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., all targets in a 5ft radius of target. Hit: 14 (2d10 + 8) bludgeoning damage, plus 2d8 Force damage DC 16 Con for half
Huge Great Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4 (1d12 + 12) slashing damage.
Description
Behemoth Zombies stand 10 to 12 feet tall with bulging muscles. They typically have weapons still embedded in their bodies from old battles. Behemoth zombies do not move with a usual jerky, uneven gait of a zombie and are surprisingly quick and agile for their size. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay. They have a rusty metal helmet on their head with spikes protruding from it.
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