Swarming Hoard. Roll d6 at the end of each combat round. On a 6, d4 additional Apocalypse Zombies appear. Each time this occurs, the zombie hoard drops in initiative order by 1. When it's initiative reaches 0, no further zombies appear.
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.
Infectious Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. DC 13 Constitution v Disease. On fail, target loses 1 hit point per round from their maximum HP. If they reach 0, they immediately become an Apocalypse Zombie.
Grasping Slam. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit, the Apocalypse Zombie may attempt a grapple maneuver as a bonus action.
On a successful Slam attack, the Apocalypse Zombie may attempt a grapple maneuver as a bonus action.
Frenzied Movement. An Apocalypse Zombie may move 5' as a reaction each time a hostile target within 15 feet takes damage.
Description
Apocalypse Zombies are weak, slow and clumsy but grow more dangerous and numerous when prey is near. They do not appear to be under the control of a creator or animator, retaining some residual instinct of their humanity. This variety of zombie clutches old cherished items, moans in a semblance of speech, and travels in communal hoards comprised of small "family" pods of 2 to 8 zombies (roll 2d4 for number appearing). They wear moldering clothes, smell of decay and are draw to populated areas like a roaming plague.
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