Attributes: +2charisma, -2constitution.
Walking Dead: The creature’s type becomes undead, but only gains the undead traits listed below.
Shed the Old, Embrace the New: Only racial attribute modifiers, size and base land speed are retained from the base race when a creature is turned into a nekro. The creature forgets all of its memories and languages. The creature automatically learns the nekro language nekrotic.
Death Watch: As a swift action a Nekro can tell if a creature is between 100%-50%hp, 50%-25%hp, 25%-0%hp, less than 0%hp or dead. If the target of this ability is bluffing to hide their condition, Nekro have +10 to sense motive in this situation.
Necromantic Energy: Nekro have the following spell-like abilities:
Speak with Dead: (dark, necromancy),
Swift Detect Undead: (dark, necromancy) 1d4 plus 1 round cooldown.
Undead Immunities: Nekro are immune to the following: sleep effects, fear effects, disease, nausea, paralysis, fatigue and exhaustion.
Darkvison: Nekro have darkvision 60ft
Beatdown Proof: Nekro have DR5/slashing, piercing.
Tomb Tainted Soul: Nekro take damage from healing effects but heal from negative subtype abilities.
The Unyielding: Nekro do not eat, sleep or breathe.
Necromancy Affinity: Nekro start off with 1 dot in necromancy affinity.
Shadowhand Affinity: Nekro start off with 1 dot in shadowhand affinity.
Dark Resistance: Nekro start off with 1 dot in dark resistance.
Light Vulnerability: Nekro start off with 1 dot in light vulnerability.
Devoted Spirit Vulnerability: Nekro start off with 1 dot in devoted spirit vulnerability.