Savage Attack. 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.
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 fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Trampling Charge. If theArmory Zombie moves at least 20 ft. straight toward a target and then hits it with a Greatclub attack on the same turn, the target takes an extra 5 (1d10) bludgeioning damage. If the target is a creature it must succeed on a DC16 Strength saving throw or be knocked prone. If the target is prone the Armory Zombie can make another Greatclub attack against it as a bonus action.
Multiattack. The zombie makes two weapon attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
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