Armor Class
6
Hit Points
200
(21d12 + 63)
Speed
20 ft.
STR
13
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
Saving Throws
WIS +0
Damage Resistances
Bludgeoning, Piercing, Slashing
Damage Immunities
Poison
Condition Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
Understands the languages of its creator but can't speak
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Undead Fortitude. If damage reduces the zombie swarm to 0 hit points, it spawns 2-5 Zombies.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) bludgeoning damage. A target that is hit is then immediately subjected to a grab attack. A Zombie Swarm may attack any amount of targets within reach or within the swarm itself. If the hit points of the swarm is reduced by half, then reduce the damage by half (2d6).
Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the swarm can constrict another target. If the hit points of the swarm is reduced by half, then reduce the damage by half (2d6).
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.