Immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to extra damage from critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Darkvision out to 60ft. No Constitution score. Uses it Charisma modifier for Concentration checks. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection turn undead creatures back into the living creatures they were before becoming undead. Negative energy (such as an inflict spell) can heal undead creatures. Undead do not breath, eat, or sleep. Damage reduction 5/slashing.
Necromantic Infection – slam, Fort DC 13 negates, incubation period instant, An infected creature that drops to -1 hit points or fewer, or that dies, rises as an infected zombie in 1d4+1 rounds unless properly treated.
Treating Necromantic Infection: The disease is of supernatural origin and cannot be removed by natural means. Only a remove disease or remove curse spell can end the infection. A zombie is also cured of the disease by being restored to life.
Plodding – Zombies can move and attack, but they can not move more than their speed (6 squares) on their action, and they cannot charge.
Energy Drain and Negative Levels:
Each successful energy drain attack bestows on or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.
-1 on all skill checks and ability checks.
-1 on all attack rolls and saving throws.
-5 hit points.
-1 effective level (whenever the creature’s level in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her
highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 +1/2 attacker’s HD + attacker’s Cha modifier).If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a seperate saving throw for each negative level it has gained. If the save fails, the negative levels go away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).