TEXT: Appendix A: Undead Minions
  A
  guide to necromancy is not complete without
  a host of new undead creatures to summon
  and control. Here's an overview of the
  additional zombie options that you'll find in
  this appendix.
  Zombie Option
  CR
  Zombie Vermin
  0
  Stirge Zombie
  1/8
  Boar Zombie
  1/4
  Constrictor Snake Zombie
  1/4
  Mastiff Zombie
  1/4
  Panther Zombie
  1/4
  Swarm of Zombie Vermin
  1/4
  Axe Beak Zombie
  1/2
  Black Bear Zombie
  1/2
  Cockatrice Zombie
  1/2
  Crocodile Zombie
  1/2
  Darkmantle Zombie
  1/2
  Harpy Zombie
  1/2
  Ankheg Zombie
  1
  Brown Bear Zombie
  1
  Centaur Zombie
  1
  Dragon Wyrmling Zombie
  1
  Grick Zombie
  1
  Pegasus Zombie
  1
  Worg Zombie
  1
  Elephant Zombie
  2
  Griffon Zombie
  2
  Minotaur Zombie
  2
  Owlbear Zombie
  2
  Winter Wolf Zombie
  2
  Basilisk Zombie
  3
  Bulette Zombie
  3
  Chimera Zombie
  3
  Ettin Zombie
  3
  Unicorn Zombie
  3
  Giant Zombie
  4
  Troll Zombie
  4
  Wyvern Zombie
  4
  Gorgon Zombie
  5
  T-Rex Zombie
  5
  Young Dragon Zombie
  5
  Creating Minions
  You can use the following templates to create
  minions that aren't included Appendix A: Undead
  Minions.
  Creating Zombies. Start with the creature's
  entry in the Monster's Manual and apply the
  following template.
  Remove its armor and weapons.
  Reduce its speed by 10.
  Reduce its dexterity score by 4.
  Reduce its intelligence and charisma scores
  to 7 or less.
  Give it the Undead Fortitude feature.
  Give it darkvision out to 60 ft.
  Give it immunity to poison damage and the
  poisoned condition.
  Creating Skeletons. Start with the creature's
  entry in the Monster's Manual and apply the
  following template.
  Reduce its intelligence and charisma scores
  to 7 or less.
  Give it darkvision out to 60 ft.
  Give it immunity to poison damage and and
  the poisoned condition.
  Give it vulnerability to bludgeoning damage.
  If you want to reduce the creature' challenge
  rating, so it becomes a more reasonable summon
  for animate dead or create undead, you can take
  away some or all of its secondary attacks and
  special abilities, as well as any legendary actions
  and resistances it might have.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
  used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Book of the Dead
  ANKHEG ZOMBIE
  Large undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 39 (6d10 + 6)
  Speed 20 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  8 (–1)
  13 (+1)
  1 (–5)
  10 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages —
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the zombie ankheg 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 ankheg drops to 
  1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If 
  the target is a Large or smaller creature, it is grappled 
  (escape DC 13). Until this grapple ends, the zombie ankheg 
  can bite only the grappled creature and has advantage on 
  attack rolls to do so.
  Necrotic Spray (Recharge 6). The zombie ankheg spits 
  necrotic energy in a line that is 30 ft. long and 5 ft. wide, 
  provided that it has no creature grappled. Each creature in 
  that line must make a DC 13 Dexterity saving throw, taking 10 
  (3d6) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  1
  CR
  APE ZOMBIE
  Medium undead, unaligned
  Armor Class 10
  Hit Points 26 (4d8 + 8)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  6 (–2)
  12 (+1)
  7 (–2)
  Skills Athletics +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the ape 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 ape zombie drops to 1 hit point 
  instead.
  ACTIONS
  Multiattack. The ape zombie makes two fist attacks.
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  1/2
  CR
  AXE BEAK ZOMBIE
  Large undead, unaligned
  Armor Class 9
  Hit Points 32 (5d10 + 5)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (–1)
  12 (+1)
  2 (–4)
  10 (+0)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the axe beak 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 axe beak zombie drops to 
  1 hit point instead.
  ACTIONS
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  1/2
  CR
  BASILISK ZOMBIE
  Medium undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  4 (–3)
  15 (+2)
  2 (–4)
  8 (–1)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 3 (700 XP)
  Petrifying Gaze. If a creature starts its turn within 30 ft. of the 
  basilisk zombie and the two of them can see each other, the 
  basilisk can force the creature to make a DC 12 Constitution 
  saving throw if the basilisk isn't incapacitated. On a failed 
  save, the creature magically begins to turn to stone and is 
  restrained. It must repeat the saving throw at the end of its 
  next turn. On a success, the effect ends. On a failure, the 
  creature is petrified until freed by the greater restoration 
  spell or other magic. 
  A creature that isn't surprised can avert its eyes to avoid the 
  saving throw at the start of its turn. If it does so, it can't see 
  the basilisk until the start of its next turn, when it can avert its 
  eyes again. If it looks at the basilisk in the meantime, it must 
  immediately make the save. 
  If the basilisk sees its reflection within 30 ft. of it in bright 
  light, it mistakes itself for a rival and targets itself with its 
  gaze.
  Undead Fortitude. If damage reduces the basilisk 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 basilisk zombie drops to 1 
  hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison 
  damage.
  3
  CR
  BLACK BEAR ZOMBIE
  Medium undead, unaligned
  Armor Class 9 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  6 (–2)
  14 (+2)
  2 (–4)
  12 (+1)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the black bear 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 black bear zombie 
  drops to 1 hit point instead.
  ACTIONS
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage.
  1/2
  CR
  BOAR ZOMBIE
  Medium undead, unaligned
  Armor Class 9 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  7 (–2)
  14 (+2)
  2 (–4)
  9 (–1)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the boar moves at least 20 ft. straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 3 (1d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 11 Strength 
  saving throw or be knocked prone.
  Undead Fortitude. If damage reduces the boar 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 boar zombie drops to 1 
  hit point instead.
  ACTIONS
  Tusk. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) slashing damage.
  1/4
  CR
  BROWN BEAR ZOMBIE
  Large undead, unaligned
  Armor Class 9 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (–2)
  16 (+3)
  2 (–4)
  11 (+0)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the brown bear 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 brown bear zombie 
  drops to 1 hit point instead.
  ACTIONS
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws.
  Bite. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  1
  CR
  
  BULETTE ZOMBIE
  Large undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (–2)
  19 (+4)
  2 (–4)
  10 (+0)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages —
  Challenge 3 (700 XP)
  Undead Fortitude. If damage reduces the bulette 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 bulette drops to 1 
  hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 30 (4d12 + 4) piercing damage.
  Deadly Leap. If the bulette zombie jumps at least 15 feet as 
  part of its movement, it can then use this action to land on its 
  feet in a space that contains one or more other creatures. 
  Each of those creatures must succeed on a DC 16 Strength or 
  Dexterity saving throw (target' s choice) or be knocked prone 
  and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) 
  slashing damage. On a successful save, the creature takes 
  only half the damage, isn't knocked prone, and is pushed 5 
  feet out of the bulette zombie's space into an unoccupied 
  space of the creature's choice. If no unoccupied space is 
  with\in range, the creature instead falls prone in the bulette's 
  space.
  3
  CR
  CENTAUR ZOMBIE
  Large undead, unaligned
  Armor Class 10
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  3 (–4)
  10 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Can't speak but understand elvish and sylvan
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the centaur 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 centaur drops to 
  1 hit point instead.
  ACTIONS
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  1
  CR
  CHIMERA ZOMBIE
  Large undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  7 (–2)
  19 (+4)
  3 (–4)
  10 (+0)
  4 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands draconic but can't speak
  Challenge 3 (700 XP)
  Undead Fortitude. If damage reduces the chimera 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 chimera drops to 
  1 hit point instead.
  ACTIONS
  Multiattack. The chimera makes two attacks: one with its bite 
  and one with its horns.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1d12 + 4) bludgeoning damage.
  Necrotic Breath (Recharge 5-6). The dragon head exhales 
  necrotic energy in a 15-foot cone. Each creature in that area 
  must make a DC 14 Dexterity saving throw, taking 22 (5d8) 
  necrotic damage on a failed save, or half as much damage on 
  a successful one.
  3
  CR
  COCKATRICE ZOMBIE
  Small undead, unaligned
  Armor Class 9
  Hit Points 27 (6d6 + 6)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  8 (–1)
  12 (+1)
  2 (–4)
  13 (+1)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the cockatrice 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 cockatrice zombie 
  drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. 
  Hit: 1 (1d6 -1) piercing damage and the target must succeed 
  on a DC 11 Constitution saving throw against being magically 
  petrified . On a failed save, the creature begins to turn to 
  stone and is restrained. It must repeat the saving throw at 
  the end of its next turn. On a success, the effect ends. On a 
  failure, the creature is petrified for 24 hours.
  1/2
  CR
  CONSTRICTOR SNAKE ZOMBIE
  Large undead, unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  12 (+1)
  1 (–5)
  10 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception
  10
  Languages —
  Challenge 1/4 (50 XP)
  Undead Fortitude (Zombie). If damage reduces the 
  constrictor snake 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 constrictor snake zombie drops to 1 hit point 
  instead.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target 
  is grappled (escape DC 14). Until this grapple ends, the 
  creature is restrained, and the snake zombie can't constrict 
  another target.
  1/4
  CR
  CROCODILE ZOMBIE
  Large undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  6 (–2)
  15 (+2)
  2 (–4)
  10 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the crocodile 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 crocodile drops to 
  1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d10 + 2) piercing damage, and the target is grappled 
  (escape DC 12). Until this grapple ends, the target is 
  restrained, and the crocodile can't bite another target.
  1/2
  CR
  
  DARKMANTLE ZOMBIE
  Small undead, unaligned
  Armor Class 9
  Hit Points 31 (7d6 + 7)
  Speed 10 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (–1)
  13 (+1)
  2 (–4)
  10 (+0)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Echolocation. The darkmantle can't use its blindsight while 
  deafened.
  False Appearance. While the darkmantle remains motionless, 
  it is indistinguishable from a cave formation such as a 
  stalactite or stalagmite.
  Undead Fortitude (Zombie). If damage reduces the 
  darkmantle 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 darkmantle zombie drops to 1 hit point instead.
  ACTIONS
  Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the 
  darkmantle zombie attaches to the target. If the target is 
  Medium or smaller and the darkmantle zombie has 
  advantage on the attack roll, it attaches by engulfing the 
  target's head, and the target is also blinded and unable to 
  breathe while the darkmantle zombie is attached in this way. 
  While attached to the target, the darkmantle zombie can 
  attack no other creature except the target but has advantage 
  on its attack rolls. The darkmantle zombie's speed also 
  becomes 0, it can't benefit from any bonus to its speed, and it 
  moves with the target. 
  A creature can detach the darkmantle zombie by making a 
  successful DC 13 Strength check as an action. On its turn, the 
  darkmantle zombie can detach itself from the target by using 
  5 feet of movement.
  1/2
  CR
  DRAGON WYRMLING ZOMBIE
  Medium undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  13 (+1)
  4 (–3)
  11 (+0)
  6 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception
  10
  Languages Understands draconic, but can't speak
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the dragon wyrmling 
  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 dragon 
  wyrmling zombie drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage.
  Necrotic Breath (Recharge 5-6). The dragon exhales necrotic 
  in a 15-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 11 Dexterity saving throw, taking 18 (4d8) 
  necrotic damage on a failed save, or half as much damage on 
  a successful one.
  1
  CR
  ELEPHANT ZOMBIE
  Huge undead, unaligned
  Armor Class 9 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  5 (–3)
  17 (+3)
  3 (–4)
  11 (+0)
  6 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses Darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the elephant 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 elephant drops to 
  1 hit point instead.
  ACTIONS
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone 
  creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  2
  CR
  ETTIN ZOMBIE
  Large undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  4 (–3)
  17 (+3)
  4 (–3)
  10 (+0)
  8 (–1)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands giant and orc, but can't speak
  Challenge 3 (700 XP)
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Undead Fortitude. If damage reduces the ettin 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 ettin zombie drops to 1 
  hit point instead.
  ACTIONS
  Multiattack. The ettin zombie makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  3
  CR
  GIANT ZOMBIE
  Huge undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  11 (+0)
  18 (+4)
  3 (–4)
  11 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Giant
  Challenge 4 (1100 XP)
  Undead Fortitude. If damage reduces the giant 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 giant drops to 1 
  hit point instead.
  ACTIONS
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 24 (4d8 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one 
  target. Hit: 22 (3d10 + 6) bludgeoning damage.
  4
  CR
  GORGON ZOMBIE
  Large undead, unaligned
  Armor Class 17 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  7 (–2)
  18 (+4)
  2 (–4)
  9 (–1)
  5 (–3)
  Damage Immunities petrified, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 5 (1800 XP)
  Trampling Charge. If the gorgon zombie moves at least 20 
  feet straight toward a creature and then hits it with a gore 
  attack on the same turn, that target must succeed on a DC 16 
  Strength saving throw or be knocked prone. If the target is 
  prone, the gorgon can make one attack with its hooves 
  against it as a bonus action.
  Undead Fortitude (Zombie). If damage reduces the gorgon 
  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 gorgon 
  zombie drops to 1 hit point instead.
  ACTIONS
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 18 (2d12 + 5) piercing damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage.
  Petrifying Breath (Recharge 5-6). The gorgon zombie exhales 
  petrifying gas in a 30-foot cone. Each creature in that area 
  must succeed on a DC 12 Constitution saving throw. On a 
  failed save, a target begins to turn to stone and is restrained. 
  The restrained target must repeat the saving throw at the 
  end of its next turn. On a success, the effect ends on the 
  target. On a failure, the target is petrified until freed by the 
  greater restoration spell or other magic.
  5
  CR
  GRICK ZOMBIE
  Medium undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  14 (+2)
  3 (–4)
  14 (+2)
  5 (–3)
  Damage Resistances bludgeoning, piercing, and slashing
  damage from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Stone Camouflage. The grick zombie has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Undead Fortitude. If damage reduces the grick 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 grick zombie drops to 1 
  hit point instead.
  ACTIONS
  Multiattack. The grick makes one attack with its tentacles. If 
  that attack hits, the grick can make one beak attack against 
  the same target.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  1
  CR
  
  GRIFFON ZOMBIE
  Large undead, unaligned
  Armor Class 10
  Hit Points 59 (7d10 + 21)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  2 (–4)
  9 (–1)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the griffon 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 griffon drops to 1 hit point 
  instead.
  ACTIONS
  Multiattack. The griffon zombie makes two attacks: one with 
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  2
  CR
  HARPY ZOMBIE
  Medium undead, unaligned
  Armor Class 9
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  9 (–1)
  12 (+1)
  7 (–2)
  10 (+0)
  13 (+1)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Undead Fortitude (Zombie). If damage reduces the harpy 
  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 
  harpy drops to 1 hit point instead.
  ACTIONS
  Multiattack. The zombie harpy makes two attacks: one with 
  its claws and one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  1/2
  CR
  MASTIFF ZOMBIE
  Medium undead, unaligned
  Armor Class 10
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  12 (+1)
  3 (–4)
  9 (–1)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/4 (50 XP)
  Undead Fortitude (Zombie). If damage reduces the mastiff 
  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 mastiff 
  zombie drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it 
  must succeed on a DC 11 Strength saving throw or be 
  knocked prone.
  1/4
  CR
  MEDUSA ZOMBIE
  Medium undead, unaligned
  Armor Class 13 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  11 (+0)
  16 (+3)
  5 (–3)
  13 (+1)
  6 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands common, but can't speak
  Challenge 5 (1800 XP)
  Petrifying Gaze. When a creature that can see the medusa's 
  eyes starts its turn within 30 ft. of the medusa, the medusa 
  zombie can force it to make a DC 14 Constitution saving 
  throw if the medusa isn't incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the creature is 
  instantly petrified. Otherwise, a creature that fails the save 
  begins to turn to stone and is restrained. The restrained 
  creature must repeat the saving throw at the end of its next 
  turn, becoming petrified on a failure or ending the effect on a 
  success. The petrification lasts until the creature is freed by 
  the greater restoration spell or other magic. 
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  can't see the medusa until the start of its next turn, when it 
  can avert its eyes again. If the creature looks at the medusa 
  in the meantime, it must immediately make the save. 
  If the medusa sees itself reflected on a polished surface 
  within 30 ft. of it and in an area of bright light, the medusa is, 
  due to its curse, affected by its own gaze.
  Undead Fortitude. If damage reduces the medusa 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 medusa drops to 1 hit point 
  instead.
  ACTIONS
  Multiattack. The medusa zombie makes a slam attack and an 
  attack with its snake hair.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) 
  poison damage.
  5
  CR
  MINOTAUR ZOMBIE
  Large undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  7 (–2)
  16 (+3)
  4 (–3)
  16 (+3)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Understands abyssal, but can't speak
  Challenge 2 (450 XP)
  Charge. If the minotaur zombie moves at least 10 ft. straight 
  toward a target and then hits it with a gore attack on the 
  same turn, the target takes an extra 9 (2d8) piercing damage. 
  If the target is a creature, it must succeed on a DC 14 
  Strength saving throw or be pushed up to 10 ft. away and 
  knocked prone.
  ACTIONS
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  2
  CR
  OGRE ZOMBIE
  Large undead, neutral evil
  Armor Class 8
  Hit Points 85 (9d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (–2)
  18 (+4)
  3 (–4)
  6 (–2)
  5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Understands common and giant but can't speak
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the ogre 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.
  ACTIONS
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  2
  CR
  OWLBEAR ZOMBIE
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (–1)
  17 (+3)
  3 (–4)
  12 (+1)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the owlbear 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 owlbear drops to 1 hit 
  point instead.
  ACTIONS
  Multiattack. The zombie owlbear makes two attacks: one 
  with its beak and one with its claws.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  2
  CR
  PANTHER ZOMBIE
  Medium undead, unaligned
  Armor Class 10
  Hit Points 13 (3d8 + 0)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  10 (+0)
  3 (–4)
  14 (+2)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Pounce. If the panther moves at least 20 ft. straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 12 Strength saving throw or 
  be knocked prone. If the target is prone, the panther can 
  make one bite attack against it as a bonus action.
  Undead Fortitude. If damage reduces the panther 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 panther zombie drops to 
  1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  1/4
  CR
  
  PEGASUS ZOMBIE
  Large undead, unaligned
  Armor Class 10
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  10 (+0)
  15 (+2)
  13 (+1)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Understands common, elvish, sylvan and celestial
  but can't speak.
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the zombie pegasus 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 pegasus drops to 
  1 hit point instead.
  ACTIONS
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  1
  CR
  REEF SHARK ZOMBIE
  Medium undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  9 (–1)
  15 (+2)
  1 (–5)
  10 (+0)
  4 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the reef shark 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 reef shark zombie 
  drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  1/4
  CR
  STIRGE ZOMBIE
  Tiny undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 2 (1d4 + 0)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  12 (+1)
  11 (+0)
  2 (–4)
  8 (–1)
  6 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Undead Fortitude. If damage reduces the stirge 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 stirge zombie drops to 1 
  hit point instead.
  ACTIONS
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge 
  attaches to the target. While attached, the stirge doesn't 
  attack. Instead, at the start of each of the stirge's turns, the 
  target loses 5 (1d4 + 3) hit points due to blood loss. 
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  1/8
  CR
  SWARM OF ZOMBIE VERMIN
  Medium swarm of tiny beasts (undead), unaligned
  Armor Class 10
  Hit Points 21 (6d8 – 6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  10 (+0)
  9 (–1)
  2 (–4)
  10 (+0)
  3 (–4)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned, poisoned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Swarm. The swarm can occupy another creature's space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny rat. The swarm can't regain hit points 
  or gain temporary hit points.
  Undead Fortitude (swarm). When the swarm takes damage, it 
  must make a Constitution saving throw with a DC of 10 + the 
  damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the swarm takes no damage.
  ACTIONS
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target 
  in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or 
  fewer.
  1/4
  CR
  TROLL ZOMBIE
  Large undead, unaligned
  Armor Class 13
  Hit Points 84 (8d10 + 40)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (–1)
  20 (+5)
  7 (–2)
  9 (–1)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands giant, but can't speak
  Challenge 4 (1100 XP)
  Regeneration. The troll zombie regains 10 hit points at the 
  start of its turn. If the troll zombie takes acid, fire or radiant 
  damage, this trait doesn't function at the start of the troll's 
  next turn. The troll zombie dies only if it starts its turn with 0 
  hit points and doesn't regenerate.
  ACTIONS
  Multiattack. The troll zombie makes two attacks: one bite 
  attack and one claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  4
  CR
  TYRANNOSAURUS REX ZOMBIE
  Huge undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  6 (–2)
  19 (+4)
  2 (–4)
  10 (+0)
  4 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 5 (1800 XP)
  Undead Fortitude. If damage reduces the tyrannosaurus rex 
  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 tyrannosaurus rex 
  drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 30 (4d12 + 7) piercing damage. If the target is a Medium 
  or smaller creature, it is grappled (escape DC 17). Until this 
  grapple ends, the target is restrained, and the tyrannosaurus 
  can't bite another target.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage.
  5
  CR
  UNICORN ZOMBIE
  Large undead, unaligned
  Armor Class 10
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  15 (+2)
  4 (–3)
  11 (+0)
  7 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands celestial, elvish and sylvan, but can't
  speak
  Challenge 3 (700 XP)
  Charge. If the unicorn zombie moves at least 20 ft. straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 9 (2d8) piercing damage. 
  If the target is a creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Magic Resistance. The unicorn zombie has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The unicorn zombie weapon attacks are 
  magical.
  ACTIONS
  Multiattack. The unicorn zombie makes two attacks: one with 
  its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft ., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Horn. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Decaying Touch (3/Day). The unicorn zombie touches another 
  creature with its horn. The target must succeed on a DC 15 
  Constitution saving throw or take 22 (4d8 + 4) necrotic 
  damage and be poisoned for 1 minute. On a succesful save, 
  the target takes only half damage and isn't poisoned.
  3
  CR
  VERMIN ZOMBIE
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 7 (2d4 + 2)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  11 (+0)
  12 (+1)
  2 (–4)
  10 (+0)
  4 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 0 (10 XP)
  Undead Fortitude. If damage reduces the vermin 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 vermin zombie drops to 1 
  hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage.
  0
  CR
  
  WINTER WOLF ZOMBIE
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (–1)
  14 (+2)
  4 (–3)
  12 (+1)
  8 (–1)
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the winter wolf 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 winter wolf zombie 
  drops to 1 hit point instead.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or 
  be knocked prone.
  Necrotic Breath. The wolf zombie exhales a blast of necrotic 
  energy in a 15-foot cone. Each creature in that area must 
  make a DC 12 Dexterity saving throw, taking 18 (4d8) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  2
  CR
  WORG ZOMBIE
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  3 (–4)
  11 (+0)
  4 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common and worg, but can't speak
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the worg 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 worg drops to 1 hit point 
  instead.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  1
  CR
  WYVERN ZOMBIE
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (–2)
  16 (+3)
  5 (–3)
  12 (+1)
  6 (–2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 4 (1100 XP)
  Undead Fortitude. If damage reduces the wyvern 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 wyvern zombie drops to 1 
  hit point instead.
  ACTIONS
  Multiattack. The wyvern makes two attacks: one with its bite 
  and one with its stinger. While flying, it can use its claws in 
  place of one other attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  4
  CR
  YOUNG DRAGON ZOMBIE
  Large undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (–2)
  17 (+3)
  4 (–3)
  10 (+0)
  3 (–4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception
  10
  Languages Understands common and draconic but can't
  speak
  Challenge 5 (1800 XP)
  Undead Fortitude. If damage reduces the zombie young 
  dragon 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 
  young dragon drops to 1 hit point instead.
  ACTIONS
  Multiattack. The dragon makes one bite attack and two 
  attacks with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  Necrotic Breath (Recharge 5-6). The dragon exhales necrotic 
  energy in a 30-foot line that is 5 feet wide. Each creature in 
  that line must make a DC 14 Dexterity saving throw, taking 31 
  (7d8) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  5
  CR
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Valeur RPG/193137-Appendix_A_Undead_Minions.pdf