The unliving are trapped between life and death, but are also not fully undead. Despite this they are often called simply "the Undead" due to their appearance and abilities.
+4 Strength, +4 Charisma, -2 Intelligence, -2 Wisdom, -4 Constitution: This race of netherworld dwellers lie closer to the grave than the world of the living and can be mindless, frail things.
Unliving are humanoids with the (undead) subtype. This subtype does not grant the unliving any racial traits, but he is affected by spells and effects as though he were undead in addition to being a humanoid.
Medium: As Medium creatures, the unliving have no special bonuses or penalties due to their size.
Slow Speed: An unliving has a base speed of 20 feet.
Darkvision: An unliving can see in total darkness out to a range of 60 feet.
Diseased: Unliving are immune to the effects of diseases, but they can contract them and act as carriers. An unliving automatically fails any saving throws it must attempt against a disease, but never suffers damage from it. Instead, the next time the undead successfully deals damage to an enemy using one its natural attacks that target is exposed to the disease. Whether or not the target contracts the disease, the unliving is no longer a carrier for it.
Expert at Playing Possum: Unliving who use the Bluff skill to pretend to be a lifeless corpse gain a +4 bonus to this check.
Health of Personality: Unliving use their Charisma modifier, instead of their Constitution modifier, to determine their hit points.
The Munchies: An unliving possesses two claw attacks that deal 1d4 damage each, and one bite attack that deals 1d6.
Poison Immunity: Due to their near-undead anatomy, unliving are immune to all poisons.
Automatic Languages: Unliving speak the player's choice of either English or Japanese. Unliving with high Intelligence scores may also select any bonus language, except for secret languages (secret as druidic).