15 (natural armor)
97 (13d8+39)
walk 30 ft.
Wis +1
cold, necrotic
poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
understands the languages it knew in life but can't speak
5
The zombie has advantage on saving throws against any effect that turns undead.
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.
The zombie makes two melee attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.