Hiya!
I 'created' a Zombie apocalypse game/setting using the old "Top Secret/SI" game system back in 2010'ish? Anyway, "Zombocalypse", as I called it, dealt with 'hoards' of zombies rather well. I was pleasantly surprised at how well my rules worked, so here they are. I'll 'convert' to D&D terms after...
==========================================
Zombie Hoards
One zombie is one zombie. Two is a pair. Three, a trio, Four and five are "four or five zombies". Six is "half a dozen". Between 7 and 1O is a "small group". Once you hit 11 — 15 you have found a "large group". And before you ask, no, there is no "medium group" of zombies...its small, large or.... When you hit more than 16...you have yourself a zombie-hoard. Zombie Hoards range from "small" (20 to 30), to “pretty big” (30 to 50), up to “OMFG WE ARE ALL GONNA DlllllEEEEl!!!!” (at 50+).
If you find yourself fighting a zombie hoard, things are looking grim. If you go down during a zombie hoard, no amount of Luck Points will save you. You are immediately set upon by the ravenous dead and devoured. Even as little as "four or five" zombies will spell your end, regardless of Luck, if nobody is around to save your ass. That said, one to three zombies...you can Luck out.
Hoard Mechanics
A zombie hoard functions as a "single entity", more or less. The average CON of the zombies involved is used, rounded up to the nearest 10. They all move at the MOV of 20 (unless they "Surge"; see below). If they (PC's) do MORE than the hit points of the average zombie in the hoard (re: CON / 10), they kill one zombie. If the character does LESS than the hit points of the average zombie, the zombie hoard does NOT loose a member (see below). The zombie hoard still attacks that character (if they are up close enough), and they still advance as if nothing happened (re: they move 25). To put it another way...the march of the zombie hoard is relentless and brooks no injury to itself until the very last zombie is dead. The GM simply needs to keep track of the total number of zombies and tick them off, one by one, as they go down. Only when the last zombie is dispatched is the "hoard" considered gone (e.g., even if you are down to a trio of zombies, they still count as a "hoard"). Yes, it kinda sucks for the PC's, but this is a zombie apocalypse...it's not supposed to be fair!
Surge
Each round, the player can attack the hoard. A zombie hoard can surge each round. A surge is when they get pushed ahead from more, uh, pushy zombies in the back. Or, maybe new zombies come out of the back room...or out from behind an overturned bus...or from the bushes...or, hell, crawl up out of the freaking ground! The point is, each round the GM rolls 1d10. If the d10 comes up the same as what any PC‘s initiative die was, the zombies surge; the zombies move at least twice as fast that round (roll another d10; if it's any number other than what was used to Surge, they move at double...but if it's the same number again, then it's triple!). Whats worse, is that
whatever the 1d10 result was, that's how many new zombies are added to the hoard. If the PC's are in a
heavily populated area (re: a big city or the centre of town), you can
DOUBLE that number. (moral of the story; if you need supplies from town, don't send ‘everybody‘...small and quiet is probably better...maybe...ish...).
Additionally,
if the PC's are making a lot of noise (re: using guns, chainsaws, cars, etc.), double the number surging. So, if a tie initiative roll of 6 comes up, that's 6 more zombies. If that happened in a downtown area, make it 12 new zombies...oh, the PC's are using shotguns? Double it again, to +24 zombies. Zombies show up within the number rolled X10’ (ex: 6 tie = +6 zombies which appear within 60'). Generally, half of them will be within half of that. That is also a radius; those 6 extra zombies could have 2 directly in front of the PCs, 1 comes from the right side of an overturned bus, and the last 3 are actually right behind the characters...in the supposedly locked drugstore they were backing up towards to try and get some cover... (the GM is encouraged to be devious here...not unfair...but definitely devious...).
==========================================
So there you have it. The "CON" thing is TS/SI's version of "Hit Points", basically (although they do use locational HP's; my zombies don't though, fyi). The "d10 for Surge stuff" is the equivalent of an Initiative roll for 5e."MOV" is their movement score; I'd say a MOV of 20 is about the same as a 5e Move of...10? Maybe 15'? Hmm...maybe even just 20' and leave it at that.
How I'd use this for 5e is similar. I'd have the "hoard" have an 'AHP' (Average Hit Point) buffer...think of it like a DC to kill, but using a PC's Damage total as the 'ability check'. So if the Frog-Men hoard had an AHP score of, say, 10, then anytime 10 or more damage was done to the Hoard, 1 Frog-Man would die. If a PC swings and hits, and does 23 points of damage...he killed TWO Frog-Men. Simple. Keep the AC thing as per 5e. I'd then simply increase the Frog-Men's "Hoard Total Members" by X amount each round (probably based on their distance to the 'hoard origin source'...the closer they are to it, the more Frog-Men pop out each round).
For PC's with spells/abilities relying on, hmm... "specific locational/situational details", I'd just assume "Yes, you have it". In other words, a Rogue can use his Sneak Attack every round, for example.
Anyway, that's my Zombocalypse rules that I created and used to great effect for our zombie game I ran all those years ago.

Maybe they can be tweaked or give you inspiration for something.
^_^
Paul L. Ming