For the record, these are the stats I used for the "orcish bandit squadrons", which I have since adapted for "troglodyte zombie hordes" as well...
ORCISH BANDIT SQUADRON --- Level 19 Skirmisher
Gargantuan natural humanoid (swarm), orcs --- XP 2,400
Each orcish bandit squadron represents approximately 50 orcs.
HP 180; Bloodied 90 Initiative +13
AC 33; Fort 32; Ref 31; Will 30; Perception +8
Speed 5 Low-light vision
Resist half damage from melee and ranged attacks; Vulnerable 10 against area and close attacks
TRAITS
Swarm Attack * Aura 1
Any creature that starts its turn in the aura takes 10 damage.
Swarm
The orcish bandit squadron can share its space with other creatures, and an enemy can enter its space, which is difficult terrain. The squadron cannot be pushed, pulled or slid by melee or ranged attacks. It can squeeze through any opening large enough for a single orc.
STANDARD ACTIONS
(melee) Coordinated Assault (weapon) * At Will
Effect: The squadron shifts 1 square.
Attack: Melee 1 (each enemy in range); +24 vs. AC.
Hit: 3d8+7 damage.
(area) Javelin Volley (weapon) * At Will
Effect: The squadron shifts 1 square.
Attack: Area burst 1 within 10 (each creature in burst); +24 vs. AC.
Hit: 3d6+7 damage.
MINOR ACTIONS
(ranged) Solitary Javelin (weapon) * At Will
Special: This attack does not provoke opportunity attacks.
Attack: Ranged 10 (one creature); +24 vs. AC.
Hit: 1d6+4 damage.
TRIGGERED ACTIONS
(melee) Coordinated Opportunity (weapon) * At Will
Trigger: An enemy provokes an opportunity attack.
Attack (Opportunity Action): Melee 1 (the triggering creature); +27 vs. AC.
Hit: 4d8+9 damage.
Last Survivors * Encounter
Trigger: The squadron is reduced to 0 hit points.
Effect (No Action): Four orcish bandit soldiers appear in the squadron's space. They are worth full normal xp.
Str 25 Dex 14 Wis 8
Con 20 Int 8 Cha 8
Align CE Languages Abyssal, Giant
Equipment chain mail, heavy shield, battle axe, 6 javelins
ORCISH BANDIT SOLDIER --- Level 19 Minion Soldier
Medium natural humanoid, orc --- XP 600
HP 1; a missed attack never damages a minion Initiative +11
AC 35; Fort 32; Ref 31; Will 30; Perception +8
Speed 5 Low-light vision
STANDARD ACTIONS
(mbasic) Battle Axe (weapon) * At Will
Attack: Melee 1 (one creature); +24 vs. AC.
Hit: 13 damage.
(rbasic) Javelin Throw (weapon) * At Will
Attack: Ranged 10 (one creature); +24 vs. AC.
Hit: 13 damage, and the target is slowed until the end of its next turn.
(melee) Engage (weapon) * At Will
Attack: Melee 1 (one creature); +24 vs. AC.
Hit: 14 damage, and the target cannot move or shift to a space that is not adjacent to the bandit soldier until the end of its next turn.
Str 25 Dex 14 Wis 8
Con 20 Int 8 Cha 8
Align CE Languages Abyssal, Giant
Equipment chain mail, heavy shield, battle axe, 6 javelins
EDIT: So I guess these guys sort of do the opposite of the "absorb minions to heal" thing- they shed minions upon death.

Though I like that absorb minions to heal idea- I'll use that before my epic tier campaign is done, that's for sure!