I agree. I may have sounded a bit harsh in my comment above
I think the idea is to make these a pretty simple addition and "spice up" what is, really, a pretty lame monster from MM2. Changing the original undead requires a lot of work, even just changing them to aberration:
* Undead have more skill points than aberrations
* Lower hit die
* Different BABs, saves ....
So in the end it actually requires rebuilding an entire monster. I played with some ideas but none of them were particularly easy to implement in my opinion.
The original writeups implied human or human-like undead (strongly so given the text for pseudo-vampire) so here's my suggestion. It's not as fancy as a template, but it pretty much matches the original writeup and it has its own appeal I think.
Note: Their appearance might be best made a special quality so that GMs are clear that, unless suspicious or tipped off, players will not know they are fakes (which really is their only reason to be used).
PSEUDO-UNDEAD
Medium Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d4+2)
Full Attack: Slam +6 melee (1d4+2) and 2 claws +1 melee (1d4+1 plus disease)
Space/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Disease
Special Qualities: Darkvision 60 ft
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 12, Con 14, Int 7, Wis 9, Cha 6
Skills: Hide +3, Listen +1, Move Silently +5, Spot +3, Survival +2
Feats: Alertness, Blind-Fight
Environment: Any
Organization: Solitary, gang (2-5), or pack (6-11)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium) or by character class
Pseudo-undead are foul humanoids that appear disturbingly similar to undead creatures (usually ghouls, vampires, and wights). To all of the normal five senses, these beings appear to be the undead creature they resemble (DC 20 Spot check to tell the difference). To complete the illusion, these creatures often intentionally behave as undead when in the open. Nocturnal by nature, they find the harsh light of the sun intolerable.
All pseudo-undead speak Common.
COMBAT
These humanoids benefit from their appearance by frightening away potential enemies with powers they do not have, and surprising those that attempt to fight them as undead. Pseudo-undead are often found working among evil humans and humanoids, and enjoy using real undead to hide their nature and strike at the most opportune time with their wicked disease-ridden claws.
Disease (Ex): A creature struck by a pseudo-undead's claw attack must succeed on a DC 14 Fortitude save or be infected with a vile flesh-eating bacteria (incubation period 1d6 days, damage 1d4 Con). The save DC is Constitution-based.
Skills: Pseudo-undead receive a +4 racial bonus to Move Silently checks.
PSEUDO-UNDEAD CHARACTERS
Unlikely to be accepted by even the most open-minded communities, the life of an adventuring pseudo-undead is often painful and short.
Pseudo-undead characters possess the following racial traits.
* +4 Strength, –2 Dexterity, +4 Constitution, -4 Intelligence, -2 Wisdom, –4 Charisma.
* Medium size.
* A pseudo-undead's base land speed is 30 feet.
* Darkvision out to 90 feet.
* Racial Hit Dice: A pseudo-undead begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
* Racial Skills: A pseudo-undead's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Hide and Move Silently. Pseudo-undead have a +4 racial bonus on Move Silently checks.
* Racial Feats: A pseudo-undead's monstrous humanoid levels give it two feats.
* +4 natural armor bonus.
* Natural Weapons: 2 claws (1d4) and slam (1d4).
* Special Attacks (see above): Disease.
* Automatic Languages: Common. Bonus Languages: Giant, Goblin, Orc.
* Favored Class: Rogue.
* Level adjustment +1.
Pseudo-undead first appeared in Monster Manual II (1983).