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.
Lightning Aura. Each creature that starts its turn within 10 ft. of the zombie or hits it with a melee attack takes 2 (1d4) lightning damage.
Multiattack. The zombie makes three melee attacks. It can replace one of them with Zap.
Shocking Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 6 (1d12) lightning damage. The target can't take reactions and has its speed reduced by 10 ft. until the start of the zombie's next turn.
Zap. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) lightning damage, and the target must subtract 1d6 from the next attack roll it makes before the end of its next turn. Miss: The target takes half as much damage, and suffers no other effect.
Discharge (Recharges after a short or long rest). The zombie sends multiple arcs of lighting at up to six creatures within 30 ft. of itself. Each target must make a DC 13 Dexterity saving throw, taking 16 (5d6) lightning damage on a failed save, or half as much damage on a successful one.
Reactive Shock (3/day). The zombie makes a Zap attack, ignoring any disadvantage.
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.
Can you add some more details to the description?