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.
Trampling Charge. If the zombie Swarm moves at least 15 ft straight toward a target and then hits it with a slam attack on the same turn, the target takes extra 5 (1d10) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Zombie Swarm can make another Slam attack against it as a bonus action.
Savage Attacks. When the armory zombie scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Mulitattack. The Armory Zombie makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 13 (3d10 + 5) bludgeoning damage.
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