Here we go. We can swap feats, skills, weapons, armor, and bloodline if you'd like.
Zombire, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12+20 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +3 natural, +3 +1 leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 ranseur +11 melee (2d4+10/x3)
Full Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 ranseur +11 melee (2d4+10/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, paralysis
Special Qualities: Damage reduction 10/silver and slashing, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 21, Dex 13, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +13, Jump +13, Move Silently +3, Swim +13
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack (B), Weapon Focus (ranseur), Weapon Specialization (ranseur)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
Command Undead (Su): This zombire can rebuke or command undead as a 6th-level cleric.
Create Spawn (Su): Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.
Demon Affinity (Ex): Because of its bloodline, this zombire gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.
Gaseous Form (Su): As a standard action, a zombire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Paralysis (Su): Any creature damaged by this zombire's slam attack must make a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.
Unholy Toughness (Ex): A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.