Zombie Mastery (3.5e Trait)
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 Zombie Mastery
You are a specialized necromancer, with a liking for Zombies
Benefit: Specializing in Zombies allows you to become more focused, thus your zombies are more powerful and gain one of the below abilities: +2 Natural armor; +2 hp/HD; +2 Str; Unrotting Corpse (as a permanent Gentle Repose) +20 on disguise checks to pretend to be the same person, plus as a standard action the Necromancer can talk through the Zombies mouth.(only available on new corpses)
Drawback: Can never animate Skeletons, all abilities that would instead animate Skeletons instead animates badly decomposed zombies that last 4d6 hours before falling apart. The Necromancer can never take control of a skeleton, they become uncontrolled instead.
Special: Can never be taken along with Skeletal Mastery (3.5e Trait)
Roleplaying Ideas: Necromancer becomes more secretive and used undamaged zombies as it's pawns.