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.
Other Traits. The zombie loses any trait, such as Amphibious, that assumes a living physiology. The zombie cannot cast spells and loses all spell slots. At the GM's discretion, traits that would be harmful to undead no longer affect undead.
Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Zombie Grab. When the hitting a creature with slam the Zombie Minotaur can make a grapple check against it as a bonus action.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 +4) [Bludgeoning] damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) [Piercing] damage.
Description
Animated by necromantic energies, zombies are the bodies of creatures doomed to wander as the living dead. Almost all of these walking corpses are mindless, devoid of personality. Rarely, a humanoid risen as a zombie retains a sliver of its soul and has a rudimentary memory of its previous life. These unlucky few can only moan in frustration as they barely recall the tools and behaviors of their past.






