8
81 (6d20 + 18)
20 ft.
Wis +1
bludgeoning, piercing, and slashing damage
poison
charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
darkvision 60 ft.
understands Common but can't speak
5
+3
If damage reduces the swarm to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the swarm drops to 1 hit point instead.
The swarm has advantage on saving throws against any effect that turns undead.
The swarm makes three slam attacks
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (6d6) bludgeoning damage, or half that if the swarm has half its hit points or fewer
9
38 (4d12 + 12)
30 ft.
Wis +0
poison
poisoned
darkvision 60 ft.
the languages it knew in life
2
While in sunlight, the zombie swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The zombie swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Medium zombie. The zombie swarm can't regain hit points or gain temporary hit points.
If damage reduces the zombie swarm to 0 hit points, it must make a Constitution saving throw with a DC of 1 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie swarm drops to 1 hit point instead.
The swarm of zombies makes four melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.