Missing Monsters (v. 3.0)

As interesting as some of the new monsters are (the tojanida wins my prize for coolness), I would have liked to see a more comprehensive coverage of the old stand-bys.  The majority of them are there, of course, but there were a few notable exceptions.  Hence, I've attempted to convert what I perceive to be some of the more popular monsters (and a few personal favorites) which were left out of the third edition.  Aarakocra and Thri-Kreen have been covered very well as character races by Sammy Grimes in his Dark Sun conversion manual.  I've used his conversions as a template for making standard "monster" versions of those races for encounters, followed by a brief (and slightly modified) summary of his character rules.
	I've tried my best to follow the guidelines in the Monster Manual for different types of monsters, but if you find any blatant errors in my conversions, please let me know.  The Challenge Ratings are mostly guesswork based on comparison with other monsters of equal Hit Dice.  I gave the humanoid races ability scores equivalent to a character of equal level built with the point system, so they are actually slightly more powerful than the published humanoids (which have ability scores equivalent to an average commoner, modified by race).
	None of these have been playtested, so if you use them I'd like to know how they work.  Feedback and constructive criticism can be sent to wyvern76@hotmail.com (but I can't guarantee a quick reply).

Update: The Monsters of Faerun supplement contains many of the monsters in this file.  I only recently got a copy and haven't checked yet to see how my conversions compare to the official stats.  My conversions are still included in this file for several reasons: 1) After the work I put into them, I don't want to just throw them out; 2) Some of you might actually like my conversions better than the official ones; and 3) Some of you might not have $20 to spare for the official rules.
	Changes since v. 2.0: New additions are the aerial servant, cranium rat, hippocampus, loxo, saurials, yakfolk, several more animals, and templates for broken ones.  I've overhauled the shedu, revamped the mind flayer rules, and made many other minor corrections and changes (mostly to skills and challenge ratings).

Aarakocra
Medium-sized Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 15', fly 90' (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: 2 Claws +1 melee; or halfspear +1 melee; or javelin +3 ranged
Damage: Claw 1d3; or halfspear 1d6; or javelin 1d6
Face/Reach: 15'x5'/5'
Special Attacks: Dive
Special Qualities: Claustrophobia, hollow bones
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Con 12, Dex 16, Int 10, Wis 14, Cha 11
Skills: Hide +1, Listen +4, Spot +6, Wilderness Lore +4
Feats: Fly-by Attack, Shot on the Run*
Climate/Terrain: Temperate and warm mountains
Organization: Gang (2-4), flight (5-12), or tribe (11-30 plus 50% non-combatants, plus one 3rd-level shaman)
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
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Dive (Ex): Aarakocra gain +4 to melee and cause double damage when executing a dive attack from at least 200 feet.  They must move at double normal flight speed to do this.
Claustrophobia (Ex): Aarakocra have -2 to all rolls in confined spaces where they cannot spread their wings (i.e. less than 15' across).
Hollow Bones (Ex): Aarakocra take +1d4 damage from bludgeoning attacks.
*Shot on the Run: Aarakocra can throw their javelins while in flight.  They do not need any of the prerequsites for Shot on the Run except for Dex 13+.
Skills: Aarakocra get a +4 bonus to Spot checks and a -4 to Hide checks (because of their large wings)

As Characters
+2 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution
Medium-sized
Base speed: 15', fly 90' (average)
+1 AC bonus from feathers
Claw attack
Dive attack
Claustrophobia
Hollow bones
Body structure and flight ability prohibit use of armor or shields
+4 bonus to Spot checks, -4 to Hide checks
Bonus Feats: Fly-by Attack, Shot on the Run
Automatic Languages: Aarakocra.  Bonus Languages: Auran, Common, Kreen, Sylvan
Favored Class: Cleric (shaman).  Aarakocra shamans choose two of the following domains: Air, Good, Healing, Protection, Sun (however, Athasian aarakocra follow the rules for clerics of that world).

Aerial Servant
Large Elemental (Air)
Hit Dice: 16d8+32 (104 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30', fly 60' (perfect)
AC: 17 (-1 size, +4 Dex, +4 natural)
Attacks: Slam +18 melee
Damage: Slam 8d4+6
Face/Reach: 5'x5'/10'
Special Attacks: Improved grab
Special Qualities: Elemental, natural invisibility, damage reduction 10/+1
Saves: Fort +7, Ref +14, Will +6
Abilities: Str 23, Dex 19, Con 14, Int 4, Wis 12, Cha 11
Skills: Intuit Direction +10, Listen +10, Move Silently +15, Spot +10
Feats: Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (slam)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 17-24 HD (Large), 25-32 HD (Huge)
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Elemental: Immune to poison, sleep, paralysis, and stunning.  Not subject to critical hits.
Natural Invisibility (Su): This ability is constant, allowing the aerial servant to remain invisible even when attacking.  This ability is inherent and not subject to the invisibility purge spell.

Animals
Antelope
Medium-sized Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +7 (+3 Dex, +4 Improved Intitiative) 
Speed: 60'
AC: 15 (+3 Dex, +2 natural)
Attacks: 2 hooves +4 melee, gore -4 melee
Damage: Hoof 1d4, gore 1d6
Face/Reach: 5'x10'/5'
Special Qualities: Scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Hide +5*, Listen +8, Move Silently +6, Spot +8
Feats: Alertness, Improved Initiative, Weapon Finesse (hoof)
Climate/Terrain: Warm plains
Organization: Solitary, pair, or herd (3-30)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
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Skills: *Antelope have a +4 racial bonus to Hide checks in tall grass and heavy undergrowth.

Bull/Ox: As bison, but replace butt attack with gore attack, and replace stampede with charge (as per minotaur).

Cobra, Spitting: Spitting cobras are identical to medium-sized vipers except that they can spit their poison in a line up to 15' long, and their Challenge Rating is increased by 1.  Large and Huge spitting cobras extend this range by 5' and 10' respectively.  Opponents must make a Reflex save (DC 11 for Medium and Large cobras, DC 13 for Huge cobras) to avoid the venom or be blinded for 2-12 hours.  Opponents who are blinded must make a Fortitude save (same DC) or take initial and secondary damage of 1d6 points of temporary Constitution.
	A spitting cobra may spit and bite in the same round, or it may spit twice in one round.  Once it has used both its spitting attacks, it must wait 1d4 rounds before it can spit again.

Deer/Stag
[Can also be used for elk, reindeer, and other antlered mammals.  Elk and reindeer should have Str 15, Dex 13 and cold resistance 5.]
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex) 
Speed: 60'
AC: 13 (-1 size, +2 Dex, +2 natural)
Attacks: Gore +2 melee
Damage: Gore 1d8+1
Face/Reach: 5'x10'/5'
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +0*, Listen +8, Move Silently +5, Spot +8
Feats: Alertness
Climate/Terrain: Cold and temperate forest or plains
Organization: Solitary, pair, or herd (3-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large)
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Skills: *Deer have a +4 racial bonus to Hide checks in woods and heavy undergrowth.

Fox
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 30'
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-1
Face/Reach: 2½'x2½'/0'
Special Qualities: Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 6, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Hide +10, Listen +5, Move Silently +6, Spot +5
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate forest and hills
Organization: Solitary, pair, or family (3-5)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
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Skills: Foxes have a +4 racial bonus to Move Silently checks.
A fox familiar gives its master a +2 to Move Silently checks.

Hyena
Medium-Sized Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 40'
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Face/Reach: 5'x5'/5'
Special Attacks: Attach
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2*, Listen +6, Move Silently +6, Spot +4, Wilderness Lore +1*
Feats: Alertness
Climate/Terrain: Temperate forest and hills
Organization: Solitary or pack (7-16)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
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Attach (Ex): If a hyena hits with its bite attack, it uses its powerful jaws to latch onto its opponent and automatically deals bite damage each round it remains attached.  An attached hyena has an AC of 12.
Skills: *Hyenas have a +8 racial bonus to Hide checks in areas of tall grass or heavy undergrowth and a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Electric eel
Medium-sized Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: -1 (Dex)
Speed: Swim 30'
AC: 10 (-1 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4
Face/Reach: 5'x5'/5'
Special Attacks: Electric shock
Special Qualities: Blindsight
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 11, Dex 8, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7
Feats: Weapon Finesse (bite)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Large)
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Electric Shock (Ex): An electric eel can discharge a jolt of electricity with a 15' radius.  Creatures within 5' take 3d8 points of electrical damage, those 5-10' away take 2d8 points, and those 10-15' away take 1d8 points.  Opponents must also succeed at a Fortitude save (DC 11 + # of damage dice) or be stunned for 2d4+2 rounds.  The eel must recharge itself for an hour between attacks.
Blindsight (Ex): Electric eels can detect objects and creatures (in the water) within 30' using their electrical sense organs.  If this ability is negated by the presence of a strong magnetic field or electrical current, the eel suffers a -4 to Spot checks.  (Large-sized electric eels are completely blind, relying totally on their electrical sense.)

Mouse
Fine Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +2 (Dex)
Speed: 10', climb 10'
AC: 20 (+8 size, +2 Dex)
Attacks: --
Damage: --
Face/Reach: 2½'x2½'/0'
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +24, Listen +6, Move Silently +10, Spot +2
Climate/Terrain: Any land and underground
Organization: Solitary, pair, family (3-10), or swarm (10-40)
Challenge Rating: --
Treasure: None
Alignment: Always neutral
Advancement: --
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Skills: Mice have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks.  They use their Dexterity modifier for Climb checks.
A mouse familiar gives its master a +2 bonus to Hide checks.

Otter: As weasel, but replace climb 20' with swim 40'.  An otter familiar gives its master a +2 to Swim checks.

Piranha
Diminutive Animal (Aquatic)
Hit Dice: ¼ d8 (1 hp)
Initiative: +1 (Dex)
Speed: Swim 30'
AC: 16 (+4 size, +2 Dex)
Attacks: Bite +6 melee
Damage: Bite 1d2-5
Face/Reach: 2½'x2½'/0'
Special Attacks: Frenzy
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 15, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +5, Spot +5
Feats: Weapon Finesse (bite)
Climate/Terrain: Warm aquatic
Organization: School (5-50)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: --
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Frenzy (Ex): A piranha that smells blood in the water goes into a feeding frenzy, attacking the nearest bleeding creature twice per round (with the same attack bonus for both attacks).  A piranha cannot end its frenzy voluntarily; it will continue until it is killed or has eaten its fill.

Seal
Medium-sized Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 10', swim 60'
AC: 12 (-1 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+2
Face/Reach: 5'x5'/5'
Special Qualities: Expert swimmer
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6, Swim +10
Climate/Terrain: Temperate and cold aquatic
Organization: Solitary, pair, or herd (10-80)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: --
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Expert swimmer (Ex): Although clumsy on land, seals are excellent swimmers, and gain a +2 to AC and Reflex saves when in the water.

Sheep/Goat
Medium-sized Animal
Hite Dice: 2d8+2 (11 hp)
Intitiative: +0 (Dex)
Speed: 30'
AC: 12 (+2 natural)
Attacks: Butt +0 melee (rams and goats only)
Damage: Butt 1d4
Face/Reach: 5'x5'/5'
Special Attacks: Charge 4d4
Special Qualities: Scent
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 11, Con 12, Int 1, Wis 11, Cha 4
Skills: Balance +4, Listen +5, Spot +5
Climate/Terrain: Temperate mountains, hills, and plains
Organization: Solitary or flock (10-80)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: --
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Charge (Ex): A ram or goat typically begins a battle by lowering its head and charging at its opponent.  In addition to the normal benefits and hazards of a charge, this allows it to make a single butt attack that deals 4d4 points of damage.
Skills: Sheep and goats have a +4 racial bonus to Balance checks.

Stingray
Medium-sized Animal (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: Swim 30'
AC: 13 (+2 Dex, +1 natural)
Attacks: Sting +3 melee
Damage: Sting 1d3 and poison
Face/Reach: 5'x5'/5'
Special Attacks: Poison
Special Qualities: Camouflage
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide+4*, Listen +5, Spot +5
Feats: Weapon Finesse (sting)
Climate/Terrain: Any aquatic
Organization: Solitary or school (2-5)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2-5 HD (Medium), 6-10 HD (Large)
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Poison (Ex): Sting, Fortitude save (DC 11); initial and secondary damage 1d4 Dexterity.
Camouflage (Ex): A stingray resting on the seabed has a +4 to Hide checks.

Torpedo Ray
As stingray, with the following adjustments:
Attacks: Wing buffet +3 melee
Damage: Wing buffet 1d2 subdual and electric shock
Special Attacks: Electric shock
Feats: Weapon Finesse (wing buffet)
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Electric shock (Ex): A torpedo ray has electric organs in its wings which do 2d4 electrical damage on a successful hit and force the opponent to succeed at a Fortitude save (DC 11) or be stunned for 1d4+1 rounds.  The ray must recharge itself for 1 minute between attacks.

Banshee (Groaning Spirit)
Medium-sized Undead
Hit Dice: 7d12 (45 hp)
Initiative: +3 (Dex)
Speed: 45', fly 60' (good)
AC: 16 (+3 Dex, +3 deflection)
Attacks: Incorporeal touch +3 melee
Damage: Incorporeal touch 1d8
Face/Reach: 5'x5'/5'
Special Attacks: Death wail, fear aura
Special Qualities: SR 21, undead, immunities, incorporeal, +2 turn resistance, transparency
Saves: Fort +2, Ref +2, Will +5
Abilities: Str --, Dex 17, Con --, Int 15, Wis 16, Cha 17
Skills: Hide +13, Intimidate +13, Intuit Direction +10, Listen +15, Search +12, Spot +15
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium)
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Fear Aura (Su): Anyone who sees a banshee must succeed at a Will save (DC 16) or flee in terror for 10 rounds, with a 50% chance of dropping anything they are holding.
Death Wail (Su): Anyone within 30' of a banshee when it wails must succeed at a Will save (DC 16) or die immediately.  Fortunately, a banshee can only wail once a day, and only at night.
Immunities (Ex): Banshees are immune to cold and electricity.
Transparency (Ex): Banshees are semi-transparent in daylight, causing a -10 to Spot checks to see them even if they're not trying to hide.  In darkness, however, they glow brightly, causing a +10 to Spot checks to see them.

Beholder-kin
Eye of the Deep
Medium-sized Aberration (Aquatic)
Hit Dice: 10d8+10 (55 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 5', swim 20'
AC: 15 (+1 Dex, +4 natural)
Attacks: 2 pincers +7 melee, bite +5 melee; eye rays +7 ranged touch
Damage: Pincer 2d4, bite 1d6
Face/Reach: 5'x5'/5'
Special Attacks: Eye rays, blinding light, improved grab
Special Qualities: All-around vision, cold resistance 10
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 10, Dex 12, Con 12, Int 12, Wis 15, Cha 15
Skills: Hide +11, Listen +13, Search +13, Spot +17, Wilderness Lore +8
Feats: Alertness, Improved Initiative, Iron Will, Multiattack
Climate/Terrain: Any deep aquatic
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 11-14 HD (Large), 15-30 HD (Huge)
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Eye rays (Su): An eye of the deep has only two eyestalks, each of which can project a major image (save DC 15) at will.  Two different illusions can be maintained simultaneously with a -2 penalty to Concentration checks.  Each eye can also cast hold monster (save DC 17) as a 10th-level sorcerer, with a range of 150'.  Both eye rays can be directed in the same direction at the same time.  This ability cannot be used while the eye is maintaining an illusion.
Blinding Light (Su): The central eye can emit a 30' cone of light.  Anyone caught within it must succeed at a Fortitude save (DC 16) or be blinded for 2d8 rounds.
Improved Grab (Ex): If an eye of the deep hits with both pincers in the same round, it gets a hold and can automatically hit with its bite attack each round.
All-around Vision (Ex): An eye of the deep has a +4 racial bonus to Spot and Search checks, and cannot be flanked.

Hive Mother
Huge Aberration
Hit Dice: 20d8+20 (110 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 5', fly 20' (perfect)
AC: 20 (-2 size, -1 Dex, +13 natural)
Attacks: Bite +14 melee
Damage: Bite 5d4+1
Face/Reach: 10'x10'/5'
Special Attacks: Swallow whole
Special Qualities: All-around vision, antimagic cone, flight
Saves: Fort +9, Ref +5, Will +17
Abilities: Str 12, Dex 8, Con 12, Int 18, Wis 16, Cha 16
Skills: Hide +4, Knowledge (arcana) +12, Intimidate +12, Listen +18, Search +20, Spot +22
Feats: Alertness, Fly-by Attack, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Shot on the Run
Climate/Terrain: Any land and underground
Organization: Solitary or hive (1 plus 5-10 beholders)
Challenge Rating: 11
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 21-26 HD (Huge); 27-40 HD (Gargantuan)
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Swallow whole (Ex): If a hive mother makes a critical hit on a Medium-sized or smaller creature, it can swallow it whole.  Swallowed opponents take 5d4+1 of crushing damage per round.  A swallowed creature can escape with a successful grapple check or by using claws or a Small or Tiny slashing weapon to do 25 points of damage to the hive mother's crop (AC 20).  The hive mother's crop can hold one Medium-sized, two Small, four Tiny or eight Diminutive creatures.
All-around Vision (Ex): A hive mother has a +4 racial bonus to Spot and Search checks, and cannot be flanked.
Antimagic Cone (Su): A hive mother's central eye continually produces a 150' antimagic cone extending straight ahead from the creature's front.  This functions just like antimagic field cast by a 20th-level sorcerer.  All magical and supernatural powers and effects within the cone are suppressed.  Once each round, the hive mother decides which way it will face, and whether the antimagic cone is active or not (the hive mother deactivates the cone by shutting its central eye).  Note that a hive mother can bite only creatures to its front.
Flight (Ex): A hive mother's body is naturally buoyant.  This buoyancy allows it to fly as the spell, as a free action, at a speed of 20'.  This buoyancy also grants it a permanent feather fall effect with personal range.

Spectator
Medium-sized Outsider
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 5', fly 30' (good)
AC: 16 (+1 Dex, +5 natural)
Attacks: Eye rays +5 melee, bite +0 melee
Damage: Bite 1d4+1
Face/Reach: 5'x5'/5'
Special Attacks: Eye rays
Special Qualities: All-around vision, flight, spell reflection, SR 12
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 12, Dex 12, Con 12, Int 14, Wis 15, Cha 15
Skills: Hide +6, Knowledge (arcana) +9, Knowledge (planes) +9, Listen +11, Search +13, Spot +15
Feats: Alertness, Improved Initiative, Shot on the Run
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: 5-8 HD (Medium), 9-16 HD (Large)
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Eye rays (Su): A spectator has four eyestalks, which have the following abilities as a 10th-level sorcerer: create food and drink, hold monster, inflict serious wounds, and telepathy/suggestion*.  The rays have a range of 120' and a save DC of 17, and any three of them can be aimed in the same direction.
*The fourth eye ray allows two-way telepathic communication with a single target, and the spectator can use detect thoughts on anyone it has telepathic contact with (save DC 15 to resist initial contact) and can attempt to implant a suggestion to leave in peace (save DC 15).
All-around Vision (Ex): A spectator has a +4 racial bonus to Spot and Search checks, and cannot be flanked.
Flight (Ex): A spectators body is naturally buoyant.  This buoyancy allows it to fly as the spell, as a free action, at a speed of 30'.  This buoyancy also grants it a permanent feather fall effect with personal range.
Spell reflection (Su): A spectator's central eye can reflect back spells cast at it with a successful Reflex save (DC equal to save DC of spell).  A spectator can only reflect spells cast by someone standing in front of it, and only spells targeted directly at itself; it cannot reflect area spells.  Spell reflection is a free, voluntary action.  If a spell is successfully reflected, the caster must make a save against the same DC to avoid the effects of the spell.  Mind-affecting spells such as charm monster affect the caster as if they had been cast by the spectator.  If the spell reflection fails, the spectator may still make a spell resistance check and normal saving throw against the spell.  However, if a spell would normally allow a Reflex save, the spectator does not get this after attempting to reflect the spell, since it must position itself in the spell's path to reflect it.

Broken One
Template
Broken ones are the result of cruel magical experiments which infuse humanoids with the essences of animals.  The humanoid is the base creature, and the type of animal determines the changes that result.  (Dire animals are not included.)
Hit Dice: Same as the base creature.
Speed: Same as the base creature.  If the animal has alternative modes of movement, the broken one can move at half the normal speed of the animal using these modes.  Broken ones with bird or bat aspects can only glide, and their maneuverability is reduced by two levels.  If the animal aspect has a climb speed, the broken one gains a +4 racial bonus to Climb checks.  If the animal aspect is aquatic, the broken one gains a +4 racial bonus to Swim checks.  Furthermore, they gain the same mode of gas exchange as the animal aspect.  If the animal aspect has gills, the broken one gains gills but loses the ability to breathe air.  If the animal aspect is an aquatic air-breather, the broken one gains the ability to hold its breath 4 times as long as normal.  If the animal aspect is amphibious, the broken one can breathe both water and air, but must keep its skin moist or suffer damage as if from heat exhaustion.
AC: The broken one gains a natural AC bonus equal to half that of the animal, rounded up.  If the base creature has natural AC itself, take the better of the two bonuses.
Attacks: The broken one gains any natural attacks of the animal.
Damage: In most cases, the broken one's natural attacks do damage one die level higher than the base creature's unarmed attacks (e.g. 1d3 becomes 1d4 for Medium characters; 1d2 becomes 1d3 for Small ones).  However, if the animal's natural attacks do 1d8 or more dice of damage, the broken one's natural attacks are two die levels higher than the base creature's unarmed damage (1d4 for Small creatures, 1d6 for Medium ones).
Special Attacks: The broken one gains any special attacks of the animal, subject to DM approval.
Special Qualities: The broken one gains any special qualities of the animal, subject to DM approval.
Saves: With the DM's approval, the broken one may gain a +2 bonus to any one saving throw, usually whichever is highest for the animal.
Abilities: The ability adjustments depend on the type of animal.  The DM should adjust the physical attributes (Strength, Dexterity, Constitution) as appropriate for the animal aspect.  No ability may be raised or lowered by more than 4 points, and the total adjustment cannot be less than 0 or greater than +4.  The broken one also suffers a -2 to Intelligence, and a Charisma penalty equal to half of (animal's Cha -12), rounded down.
Skills: If the animal has a racial bonus of +4 or more to any skill, the broken one gains a racial bonus equal to half of the animal's.
Feats: The broken one gains any feats possessed by the animal, subject to DM approval.
Climate/Terrain: Any land and underground, or aquatic
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: Same as the base creature +1
Treasure: Standard
Alignment: Same as base creature
Advancement: By character class

Example Broken Ones
These are all modifications that might be made to a (medium-sized) broken one for various animal aspects.  All of the following also have low-light vision.
Ape - climb 15 ft; +2 natural AC; claw 1d4, bite 1d4; SQ Scent; Reflex +2; Str +2, Con +2, Int -2, Cha -2; +4 to Climb
Badger - burrow 5 ft; claw 1d4, bite 1d4; SA Rage; SQ Scent; Fort +2; Str +2, Int -2, Cha -3
Bat - glide 20 ft (poor); bite 1d4; SQ Blindsight; Str -2, Dex +2, Int -2, Cha -4; +2 to and Spot
Boar - +3 natural AC; gore 1d6; SA Ferocity; SQ Scent; Fort +2; Str +2, Dex -2, Con +2, Int -2, Cha -4
Brown bear - +3 natural AC; claw 1d4, bite 1d6; SA Improved grab; SQ Scent; Fort +2; Str +4, Con +2, Dex -2, Int -2, Cha -3
Cat - claw 1d4, bite 1d4; Reflex +2; Dex +2, Int -2, Cha -2; Balance +4, Hide +2, +2 to Move Silently
Crocodile - swim 15 ft; +4 natural AC; bite 1d6, tail slap 1d6; SA Improved grab; Str +2, Con +2, Int -2, Cha -5
Deer - +1 natural AC; gore 1d4; SQ Scent; Dex +2, Int -2, Cha -3; +2 to Hide in woods
Dog - +1 natural AC; bite 1d4; SQ Scent; Str +2, Int -2, Cha -3; +2 to Wilderness Lore when tracking
Donkey - +1 natural AC; bite 1d4; SQ Scent; Fort +2; Str +2, Int -2, Cha -4
Eagle - +1 natural AC; claw 1d4, bite 1d4; Int -2, Cha -3; +4 to Spot +4 daylight
Elephant - +4 natural AC; slam 1d6, gore 1d6; SA Trample 1d6; SQ Scent; Fort +2; Str +4, Dex -4, Con +4, Int -2, Cha -2
Fox - bite 1d4; SQ Scent; Dex +2, Int -2, Cha -3; +2 to Move Silently
Goat - butt 1d4; SA Charge 1d6; SQ Scent; Con +2, Int -2, Cha -4; +2 to Balance
Leopard - +1 natural AC; bite 1d4, claw 1d4; SA Pounce, improved grab, rake 1d4; SQ Scent; Reflex +2; Dex +2, Int -2, Cha -2; +2 to Balance +4, +2 to Hide and Move Silently
Otter - swim 20 ft; bite 1d4; SQ Scent; Reflex +2; Dex +2, Int -2, Cha -3; +2 to Move Silently, +4 to Swim
Owl - glide 20 ft (clumsy); +1 natural AC; claw 1d4; Reflex +2; Int -2, Cha -4; +4 to Listen, +7 to Move Silently (while gliding), +4 to Spot in dusk and dark
Porpoise - swim 40 ft; +1 natural AC; butt 1d6 (only in water); SQ: Blindsight, hold breath x 4; Int -2, Cha -3; +2 to Listen and Spot, +4 to Swim
Rat - bite 1d4; SQ: Scent; Reflex +2; Str -2, Dex +2, Int -2, Cha -4; +4 to Balance, +2 to Hide and Move Silently
Raven - glide 20 ft (clumsy); bite 1d4; Dex +2, Int -2, Cha -5
Rhinoceros - +4 natural AC; gore 1d6; Fort +2; Str +4, Dex -4, Con +4, Int -2, Cha -5
Seal - swim 20 ft; +1 natural AC; bite 1d4; SQ: Blindsight, hold breath x4; Str +2, Dex -2, Int -2, Cha -3; +2 to Listen and Spot, +4 to Swim
Shark - swim 30 ft; +2 natural AC; bite 1d4; SQ Keen scent, gills; Reflex +2; Str +2, Dex +2, Int -2, Cha -5; +4 to Swim
Snake (constrictor) - climb 10 ft; +1 natural AC; bite 1d4; SA Improved grab, constrict 1d4; SQ Scent; Str +2, Int -2, Cha -5; +4 to Balance and Climb,  +2 to Hide, Listen and Spot
Snake (venomous) - climb 10 ft, swim 10 ft; +2 natural AC; bite 1d4; SA Poison; SQ Scent; Reflex +2; Dex +2, Int -2, Cha -5; +4 to Balance, Climb and Swim, +2 to Hide, Listen and Spot; Weapon Finesse (bite)
Tiger - +2 natural AC; claw 1d4, bite 1d6; SA Pounce, improved grab, rake 1d4; Str +2, Int -2, Cha -3; +2 to Balance, Hide and Move Silently
Toad - swim 20 ft; SQ Amphibious; Int -2, Cha -4; +2 to Hide, +4 to Jump
Wolf - +1 natural AC; bite 1d4; SA Trip; SQ Scent; Str +2, Int -2, Cha -3; +2 to Wilderness Lore when tracking

Bullywug
Medium-sized Humanoid (Aquatic)
Hit Dice: 1d8+2 (4)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20', swim 60'
AC: 16 (+3 Dex, +2 natural, +1 small shield)
Attacks: Trident +2 melee, bite -3 melee; or javelin +5 ranged
Damage: Trident 1d8+1, bite 1d4+1; or javelin 1d6+1
Face/Reach: 5'x5'/5'
Special Attacks: Hop attack
Special Qualities: Amphibious, camouflage, great leap
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 13, Dex 17, Con 14, Int 9, Wis 11, Cha 8
Skills: Hide +3*, Jump +9, Listen +2, Move Silently +4, Spot +2, Swim +9
Feats: Improved Initiative
Climate/Terrain: Temperate and warm swamp
Organization: Solitary, gang (2-4), band (5-8) or tribe (10-80 plus 50% noncombatants, plus 1 2nd-level lieutenant per 30 members, plus 1 3rd-level chieftain per 60 members)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
-------------
Amphibious (Ex): Bullywugs can breathe equally well underwater or on land.
Hop Attack (Ex): A bullywug may leap to attack.  This has exactly the same effect as a charge attack.
Camouflage (Ex): Bullywugs gain a +4 racial bonus to Hide checks in vegetation.
Great Leap (Ex): A bullywug can jump twice as far, both vertically and horizontally, as a normal creature of its size.  Figure the distance of the jump normally, then multiply by 2.  The maximum distance is also doubled.
Skills: +8 bonus to Jump and Swim checks

As Characters
+2 Dexterity, -2 Intelligence, -2 Charisma
Medium-sized
Base speed: 20', swim 60'
+2 natural AC from tough skin
Bite attack
Hop Attack
Amphibious
Camouflage
Great Leap
+8 bonus to Jump and Swim checks
Automatic Languages: Bullywug.  Bonus Languages: Aquan, Common, Draconic
Favored Class: Fighter.  Bullywug shamans choose two of the following domains: Animal, Chaos, Evil, Plant, Water.

Crabman
Large Monstrous Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: -1 (Dex)
Speed: 20', swim 15'
AC: 16 (-1 size, -1 Dex, +8 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d6+4
Face/Reach: 5'x5'/5'
Special Qualities: Amphibious
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 19, Con 17, Dex 8, Int 8, Wis 10, Cha 7
Skills: Craft (any one) +3, Listen +5, Move Silently +3, Search +3, Spot +5, Swim +8
Feats: Alertness
Climate/Terrain: Temperate and warm coastal 
Organization: Solitary, pair, band (3-6), pack (7-12), or tribe (10-40 plus 50% noncombatants)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
-------------
Amphibious (Ex): Crabmen can breathe equally well underwater as on land.
Skills: +4 racial bonus to Swim checks

As characters
+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -4 Charisma
+8 natural AC from exoskeleton
Claw attack
Amphibious
Cannot wear armor due to unsusual body structure
-2 to attack when using man-made weapons
+4 bonus to Swim checks
At character creation only, male crabmen can take the racial feat Enlarged Claw, which allows them to do 1d8 damage with one claw.
Automatic Languages: Crabman.  Bonus Langauges: Aquan, Common, Locathah, Merrow, Sahuagin, Scrag, Sea-Elven
(Crabmen cannot speak the languages of other races, and vice versa, but they can learn to understand them.  They have no written language.)
Favored Class: Barbarian.  Crabman shamans choose two of the following domains: Earth, Plant, Protection, Water.

Cranium Rat
Tiny Outsider
Hit Dice:  ¼d8 (1 hp)
Initiative: +2 (Dex)
Speed: 30'
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +5 melee
Damage: Bite 1d3-4
Face/Reach: 2½'x2½'/0'
Special Qualities: Scent, group mind, psionics
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +4, Hide +14, Listen +6, Move Silently +6, Spot +6
Feats: Alertness, Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Swarm (5-100)
Challenge Rating: see below
Treasure: None
Alignment: Always neutral evil
Advancement: --
-------------
Skills: Cranium rats have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks.  They use their Dexterity modifier for Climb checks.
Group Mind (Ex): A single cranium rat is not much of a threat, but they gain power in numbers.  Cranium rats have automatic telepathic contact with other cranium rats within 10'.  For every five rats gathered in the same location, they gain a point of Int and a point of Cha, and for every ten rats they gain a point of Wis.  The CR of a swarm of cranium rats is equal to their collective Int divided by 4 (for swarms of less than 25), or by 2 (for swarms of 25 and above).
Psionics (Sp): At Int 7 and above, cranium rats can manifest psionic powers.  A swarm has the same number of powers, power points, and attack/defense modes as a psion of a level equal to their collective Int-6.  (Alternatively, they can be treated as sorcerers of the same level.)  They do not gain psionic feats, psicrystals, or extra skill points.  The majority of powers manifested by cranium rats are clairsentient or telepathic, with psychoportive power in third place.  Metacreative powers are very rare.  Psychometabolic and psychokinetic powers are never manifested by cranium rats.
	Area attacks against cranium rats can be treated as attacks against a single creature, with a single saving throw for the whole pack.  For example, a fireball causing 14 points of damage will kill 14 rats (or seven if they make their save).  However, mind-affecting spells can only affect one rat at a time, and the other rats will immediately break contact with the affected individual.
	A swarm of 10 or more cranium rats is treated as having all-around vision, which gives them a +4 bonus to Spot and Search checks and prevents them from being flanked.

Sample power progression
The following is a pre-fabricated list of psionic powers for swarms of various sizes.  The powers listed below are cumulative (i.e. each level also has the powers listed for all previous levels).
Swarm	Level	Int	Wis	Cha	PSPs	Powers Discovered
25-29	1	 7	 14	  7	 3	0 - catfall, detect psionics, know direction
								1 - combat precognition
30-34	2	 8	 15	  8	 4	1 - spider climb
35-39	3	 9	 15	  9	 8	1 - object reading
40-44	4	10	 16	 10	11	0 - distract, 2 - clairaudience/clairvoyance
46-49	5  	11	 16	 11	19	2 - see invisibility
50-54	6	12	 17	 12	24	0 - missive, 3 - remote viewing
55-59	7	13	 17	 13	29	1 - empathy, 3 - false sensory input
60-64	8	14	 18	 14	43	0 - telempathic projection, 4 - aura sight
65-69	9	15	 18	 15	50	3 - danger sense, 4 - mindwipe
70-74	10	16	 19	 16	59	0 - daze, 5- sense psionics
75-79	11	17	 19	 17	68	2- aversion, 4- tailor memory, 5- mind probe
80-84	12	18	 20	 18	90	0 - float, 6 - precognition
85-89	13	19	 20	 19	101	1 - sense link, 5 - true seeing, 6 - remote view trap
90-94	14	20	 21	 20	114	7 - sequester
95-99	15	21	 21	 21	127	6 - ethereal jaunt, 7 - insanity
100+	16	22	22	22	155	2 - inflict pain, 8 - hypercognition

Crustacean, Giant
Giant Crab
Large Vermin
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20'
AC: 17 (-1 size, +8 natural)
Attacks: 2 Claws +4 melee
Damage: Claw 2d4+4
Face/Reach: 10'x10'/5'
Special Attacks: Improved grab, squeeze
Special Qualities: Vermin
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 15, Int --, Wis 10, Cha 2
Skills: Climb -1, Hide +0*, Listen +4, Spot +4
Climate/Terrain: Any saltwater and coastal
Organization: Solitary, colony (2-5), or swarm (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (Large), 9-12 HD (Huge)
-------------
Improved Grab (Ex): To use this ability, a giant crab must hit with its claw attack.  If it gets a hold, it can squeeze.
Squeeze (Ex): A giant crab that gets a hold automatically deals 2d4+4 points of claw damage each round the hold is maintained, and can also attack with the other claw at the same time.
Skills: *Giant crabs have a +8 bonus to Hide checks in sand, and a -4 penalty to Climb checks because of their awkward body form.

Giant Crayfish
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 15', swim 30', burrow 5'
AC: 16 (-1 size, +7 natural)
Attacks: 2 claws +5 melee
Damage: Claw 2d6+4
Face/Reach: 5'x10'/5'
Special Attacks: Improved grab, squeeze
Special Qualities: Vermin
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 16, Dex 11, Con 14, Int --, Wis 10, Cha 2
Skills: Hide +0*, Listen +4, Spot +4
Climate/Terrain: Any freshwater
Organization: Solitary or colony (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large), 10-12 HD (Huge)
-------------
Improved Grab (Ex): To use this ability, a giant crayfish must hit with its claw attack.  If it gets a hold, it can squeeze.
Squeeze (Ex): A giant crayfish that gets a hold automatically deals 2d6+4 points of claw damage each round the hold is maintained, and can also attack with the other claw at the same time.
Skills: *Giant crayfish have a +8 bonus to Hide checks on stony or sandy river beds.

Cyclops
Large Giant*
Hit Dice: 13d8+52 (110 hp)
Initiative: -1 (Dex)
Speed: 40'
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: Gargantuan greatclub +16/+11 melee; or rock +6/+1 ranged
Damage: Huge greatclub 2d6+12; or rock 2d6+8
Face/Reach: 5'x5'/10'
Special Attacks: Rock throwing
Special Qualities: Rock catching, one-eyed
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 27, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +10, Jump +10, Listen +6, Spot +5
Feats: Cleave, Point Blank Shot, Power Attack
Climate/Terrain: Temperate hills and mountains
Organization: Solitary or gang (2-5)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
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Rock throwing (Ex): Cyclopes can throw rocks with a range increment of 120'.
One-eyed (Ex): Cyclops suffer a -2 penalty to ranged attacks because they lack depth perception.
*As all the other giants have been reduced in height by about 5-6', the cyclops also should be about 14' tall on average.

Cyclopskin
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: -1 (Dex)
Speed: 30'
AC: 17 (-1 size, -1 Dex, +6 natural, +3 hide)
Attacks: Huge greatclub +7 melee; huge longspear -1 ranged; or medium-sized sling -1 ranged
Damage: Huge greatclub 2d6+7; or huge longspear 2d6+5; or medium-sized sling 1d6
Face/Reach: 5'x5'/10' (15-20' with longspear)
Special Qualities: One-eyed
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 21, Dex 9, Con 17, Int 8, Wis 10, Cha 7
Skills: Climb +5, Jump +5, Listen +5, Spot +3
Feats: Power Attack
Climate/Terrain: Temperate hills and mountains
Organization: Solitary, gang (2-4), or band (5-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
-------------
One-eyed (Ex): Cyclopskin suffer a -2 penalty to ranged attacks because they lack depth perception.

As Characters
+6 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence, -4 Charisma
Large-sized
-2 penalty to ranged attack rolls
Automatic Languages: Giant.  Bonus Languages: Common, Dwarven, Goblin, Orcish.
Favored Class: Barbarian

Dinosaurs

Ankylosaurus
Huge Beast
Hit Dice: 9d10 +63 (112 hp)
Initiative: -1 (Dex)
Speed: 20'
AC: 20 (-2 size, -1 Dex, +13 natural)
Attacks: Tail club +9 melee, slam +5 melee*
Damage: Tail club 3d6+5, slam 2d8+2
Face/Reach: 10'x15'/10'
Special Attacks: Trample 2d8+5
Special Qualities: Scent
Saves: Fort +13, Ref +5, Will +4
Abilities: Str 20, Dex 8, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +5, Spot +4
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge), 17-24 HD (Gargantuan)
-------------
Trample (Ex): An ankylosaurus can trample Medium or smaller opponents for 2d8+5 points of damage.  Opponents who do not make attacks of opportunity against the ankylosaurus can attempt a Reflex save (DC 19) for half damage.
*An ankylosaurus prefers to use its clubbed tail in combat, but can only use it against opponents near its rear end.  It can bodyslam opponents in any location, however.

Diplodocus
[Can also be used to represent any sauropod]
Gargantuan Beast
Hit Dice: 24d10+168 (300 hp)
Initiative: -1 (Dex)
Speed: 20'
AC: 14 (-4 size, -1 Dex, +9 natural)
Attacks: Tail slap +26 melee
Damage: Tail slap 2d8+18
Face/Reach: 20'x80'/15'
Special Attacks: Trample 3d10+12
Special Qualities: Scent
Saves: Fort +21, Ref +13, Will +9
Abilities: Str 35, Dex 8, Con 25, Int 1, Wis 12, Cha 9
Skills: Listen +6, Spot +6
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary, pair, or herd (3-10)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 25-30 HD (Gargantuan) 31-45 HD (Colossal)
-------------
Trample (Ex): A diplodocus can trample Large or smaller opponents for 3d10+12 points of damage.  Opponents who do not make attacks of opportunity against the diplodocus can attempt a Reflex save (DC 34) for half damage.

Iguanodon
As Lambeosaurus (see below) with the following changes:
Attacks: 2 claws +12 melee, tail slap +7 melee
Damage: Claw 1d3+5, tail slap 2d6+2

Lambeosaurus
[Can be used for any duck-billed dinosaur or other large, bipedal herbivore (such as the Iguandoon above).]
Huge Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +0
Speed: 30'
AC: 14 (-2 size, +6 natural)
Attacks: Tail slap +12 melee
Damage: Tail slap 2d6+7
Face/Reach: 10'x20'/10'
Special Qualities: Scent
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 20, Dex 10, Con 19, Int 1, Wis 15, 
Skills: Listen +8, Spot +8
Feats: Alertness
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary, pair, or herd (5-16)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-20 HD (Huge), 21-32 HD (Gargantuan)

Pteranodon
Large Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +2 (Dex) 
Speed: 10', fly 40' (poor)
AC: 13 (-1 size, +2 Dex, +2 natural)
Attacks: Bite +3 melee, 2 claws +1 melee
Damage: Bite 2d4+1, claw 1d4+1
Face/Reach: 10'x5'/5'
Special Qualities: Scent
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 15, Cha 6
Skills: Listen +2, Spot +5*
Feats: Multiattack, Weapon finesse (bite, claw)
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary, pair, nest (3-10), or flock (11-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (Large), 9-16 HD (Huge)
-------------
Skills: *Pteranodons receive a racial bonus of +8 to Spot checks in daylight.

Stegosaurus
Huge Beast
Hit Dice: 18d10+108 (207 hp)
Initiative: -1 (Dex)
Speed: 20'
AC: 15 (-2 size, -1 Dex, +8 natural)
Attacks: Tail spikes +16 melee, slam +11 melee
Damage: Tail spikes 3d6+5, slam 2d6+2
Face/Reach: 10'x20'/10'
Special Qualities: Scent
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 20, Dex 9, Con 23, Int 1, Wis 12, Cha 7
Skills: Listen +9, Spot +9
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19-35 HD (Gargantuan), 36-48 HD (Colossal)
-------------
*A stegosaurus prefers to use its spiked tail in combat, but can only use it against opponents near its rear end.  It can bodyslam opponents in any location, however.

Triceratops
Although it is not mentioned in the 3rd edition Monster Manual, the triceratops only has an AC of 18 against frontal attacks, thanks to the bony plate protecting its head and neck.  It is AC 14 against flanking attacks (-2 size, -1 Dex, +7 natural).

Eyewing
Large Outsider (Evil, Lawful)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (Dex)
Speed: fly 60' (good)
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 talons +5 melee, tail +0 melee; or tear +5 melee
Damage: Talon 1d6+3, tail 1d4+1
Face/Reach: 15'x5'/5'
Special Attacks: Tears, stench
Special Qualities: Cold immunity
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 4 
Skills: Hide +2, Listen +6, Move Silently +6, Spot +10*
Feats: Flyby Attack
Climate/Terrain: Any land and underground
Organization: Solitary, cluster (2-4), flock (5-8), or swarm (9-20)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Large), 7-12 HD (Huge)
-------------
Tears (Ex): Anyone hit by an eyewing's tears must succeed at a Fortitude save (DC 14) or suffer 1d6 initial and secondary temporary Constitution damage.  The tears can be released from as high as 100' above an opponent and have a splash effect as a grenadelike weapon.
Stench (Ex): An eyewing's tear fluid gives off an acrid smell that forces all creatures within 20' of the eyewing to succeed at a Fortitude save (DC 14) or suffer a -2 penalty to attack rolls and saving throws due to the burning sensation.  This effect ceases 1d4+2 rounds after leaving the eyewing's presence.
Cold immunity (Ex): An eyewing is immune to all cold-based attacks.
Skills: Eyewings receive a +4 racial bonus to Spot checks.

Flind
Flinds have the same stats as gnolls, with the following modifications:
Attacks: Heavy flail +3 melee; or shortbow +1 ranged
Damage: Heavy flail 1d10+2; or shortbow 1d6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Skills: Listen +3, Spot +3
Alignment: Usually lawful evil

As Characters
+2 Strength, -2 Charisma
Base speed: 30'
+1 natural AC from fur
Darkvision 60'
Automatic Languages: Gnoll and Common.  Bonus Languages: Elven, Giant, Goblin, Orcish.
Favored Class: Ranger

Galeb Duhr
Large Elemental (Earth)
Hit Dice: 8d8+56 (92 hp)
Initiative: -2 (Dex)
Speed: 15'
AC: 22 (-1 size, -2 Dex, +15 natural)
Attacks: Slam +11 melee
Damage: Slam 2d8+9
Face/Reach: 5'x5'/10'
Special Attacks: Spell-like abilities, animate boulders
Special Qualities: SR 15, Camouflage, tremorsense, immunities
Saves: Fort +13, Ref +0, Will +4
Abilities: Str 23, Dex 6, Con 25, Int 12, Wis 14, Cha 12
Skills: Climb +10, Hide +2*, Listen +10, Move Silently +6, Spot +10
Feats: Blind-Fight, Power Attack
Climate/Terrain: Any hill and mountain
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-18 HD (Huge)
-------------
Spell-like abilities: At will - stone shape; 1/day - move earth, passwall, transmute rock to mud, wall of stone.  These spells are cast as a 20th-level sorcerer (DC 11 + spell level).
Animate boulders (Sp): A galeb duhr can animate boulders within 120' at will, controlling up to two at a time.  Animated boulders have the following stats: Large Construct, HD 4d10 (22 hp), Move 10', AC 20 (-1 size, -1 Dex, +12 natural), Slam +5 melee/1d8+4, Face 5'x5'/5', Save +1/+1/-4.  They have the same initiative as the galeb duhr (i.e. they act at the same time).
Camouflage (Ex): A galeb duhr has a +12 racial bonus to Hide checks in rocky areas as long as it remains motionless.
Tremorsense (Ex): Galeb duhr can automatically sense the location of anything within 60' that is in contact with the ground.
Immunities (Ex): Galeb duhr are immune to lightning and normal fire, and have a +4 to save against magical fire.  They take double damage from cold-based attacks and have a -4 penalty to save against them.

Genie, Dao
Large Outsider (Earth, Evil)
Hit Dice: 8d8+24 (60 hp)
Initiative: +2 (Dex)
Speed: 20', fly 40' (perfect), burrow 15'
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d8+7
Face/Reach: 5'x5'/10'
Special Attacks: Spell-like abilities
Special Qualities: Plane shift, telepathy, earth immunity, unholy
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 21, Dex 15, Con 16, Int 10, Wis 15, Cha 15
Skills: Appraise +6, Concentration +9, Craft (any one) +6, Escape Artist +8, Intimidate +10, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +8, Spot +8
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-12 HD (Large), 13-22 HD (Huge)
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Spell-like Abilities: 3/day - rock to mud; 1/day - change self, detect good, detect magic, gaseous form, invisibility, major image, misdirection, passwall, wall of stone.  These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).  Once per day, a dao can fulfill a limited wish for someone else, but will always try to pervert the intent of the wish.
Earth subtype (Ex): Dao are not harmed by earth-related spells.
Unholy (Ex): Dao take double damage from holy water.

Genie, Marid
Huge Outsider (Chaotic, Water)
Hit Dice: 13d8+52 (110 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20', swim 60'
AC: 20 (-2 size, +2 Dex, +10 natural)
Attacks: Slam +22/+17 melee
Damage: Slam 2d6+15
Face/Reach: 10'x10'/15'
Special Attacks: Spell-like abilities, create water
Special Qualities: Plane shift, telepathy, water subtype, water walk
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 31, Con 18, Dex 15, Int 16, Wis 15, Cha 15
Skills: Appraise +12, Bluff +15, Concentration +21, Escape Artist +17, Intimidate +15, Listen +17, Move Silently +19, Sense Motive +17, Spellcraft +17, Spot +17
Appraise +16, Bluff +15, Concentration +18, Escape Artist +15, Intimidate +15, Listen +16, Move Silently +15, Sense Motive +16, Spellcraft +16, Spot +16
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Any water
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 14-30 HD (Huge)
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Spell-like abilities: 7/day - control water (can part water as well as raise or lower it), gaseous form, wall of fog, water breathing (usable on others, with a duration of up to 1 day); 2/day - detect evil, detect good, detect magic, invisibility, liquid form (similar to gaseous form), polymorph self, purify water (as purify food and drink), see inivisbility;  1/year - wish.  These abilities are as the spells cast by a 26th-level sorcerer (save DC 12 + spell level).
Create water (Su): Marids can create a jet of water up to 60' long at will.  Anyone in the path of the jet takes 1d6 points of subdual damage and must succeed at a Reflex save (DC 12) or be blinded for 1d6 rounds.
Water subtype (Ex): Marids can breathe water as well as air and are immune to water-based spells and steam.  They have a +2 to saving throws against cold-based spells and a -2 to each die of damage from such spells (minimum 0).  They have a -1 to saving throws against fire-based spells and suffer +1 per die of damage.
Water walk (Ex): Marids can walk on water as per the spell.

Giant, Firbolg
Large Giant
Hit Dice: 13d8+52 (110 hp)
Initiative: +0
Speed: 40'
AC: 18 (-1 size, +6 natural, +3 hide)
Attacks: Huge greatsword +15/+10 melee; or huge longbow +8/+3 ranged
Damage: Huge greatsword 2d8+10 or huge longbow 2d6
Face/Reach: 5'x5'/10'
Special Attacks: Spell-like abilities
Special Qualities: SR 14
Saves: Fort +12, Ref +4, Will +5
Abilities: Str 25, Dex 10, Con 19, Int 12, Wis 12, Cha 13
Skills: Climb +12, Jump +12, Spot +9
Feats: Cleave, Deflect Arrows*, Power Attack, Sunder
Climate/Terrain: Temperate hills and mountains
Organization: Solitary, gang (2-4), or clan (5-16 plus 35% noncombatants plus 1 cleric of 1st-6th level)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class
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Spell-like abilities: 1/day - alter self, detect magic, fool's gold, forget and reduce as a 4th-level sorcerer (save DC 11 + spell level).
*Firbolgs receive Deflect Arrows as a bonus feat regardless of whether they meet the prerequisites.

Fools' Gold
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25' + 5'/2 levels)
Target: Metal objects in an area up to 10 cubic inches per level
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This temporarily turns any metal object into solid gold.  The maximum amount of gold that can be created with this spell is 150 gps' worth.
	Material component: Any gem of at least 25 gp value, ground into powder.

Forget
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100' + 10'/level)
Target: 1-4 creatures
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes creatures in the area of effect to forget everything that happened in the minute prior to the casting of the spell.  This time is extended by one additional minute per three caster levels.  It does not negate other mind-affecting spells, but it is possible that the person who cast such a spell on the target may be forgotten.  Up to four creatures can be affected by this spell, at your discretion.  If only a single creature is targeted, it suffers a -2 penalty to its saving throw; if two are targeted, they each suffer a -1 penalty.  Lost memories can be restored by heal, restoration, limited wish, wish or miracle.

Giant, Fomorian
Large Giant
Hit Dice: 13d8+52 (110 hp)
Initiative: -2 (Dex)
Speed: 30'
AC: 17 (-1 size, -2 Dex, +7 natural, +3 hide)
Attacks: Huge greatclub +16/+11 melee
Damage: Huge greatclub 2d6+12
Face/Reach: 5'x5'/10'
Special Qualities: Scent 
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 27, Dex 8, Con 19, Int 10, Wis 10, Cha 6
Skills: Climb +12, Jump +12, Spot +9
Feats: Cleave, Power Attack, Sunder
Climate/Terrain: Any hill, mountain and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Giant, Reef
Large Giant (Aquatic)*
Hit Dice: 18d8+72 (153 hp)
Initiative: -1 (Dex)
Speed: 40', swim 30'
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide)
Attacks: Huge trident +19/+14/+9 melee; or rock +12/+7/+2 ranged
Damage: Huge trident 2d6+10; or rock 2d6+7
Face/Reach: 5'x5'/10'
Special Attacks: Rock throwing, whirlpool
Special Qualities: Water subtype
Saves: Fort +15, Ref +5, Will +7
Abilities: Str 25, Dex 9, Con 19, Int 12, Wis 12, Cha 13
Skills: Climb +12, Hide +0, Jump +12, Spot +9
Feats: Cleave, Great Cleave, Combat Reflexes, Improved Unarmed Strike, Power Attack
Climate/Terrain: Any warm aquatic
Organization: Solitary or gang (2-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
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*Reef giants average about 10½ feet tall (see note on Cyclops)
Rock throwing (Ex): Reef giants can throw rocks with a range increment of 180'.
Whirlpool (Su): Once per day, a reef giant can create a whirlpool, centered on itself.  Anyone within 30' of the giant must succeed at a Str check (DC 15) or be drawn into the whirlpool.  Creatures caught in the whirlpool take 2d8 damage per round and must succeed at a Con check (starting at DC 15, and increasing by 1 each round) to prevent themselves from drowning.  Escaping from the whirlpool requires a successful Str check (DC 15).
Water subtype (Ex): Reef giants are immune to water- or cold-based spells and attacks and suffer no penalties when fighting in water.  They can also breathe water as per the spell.

Giant, Verbeeg
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: -1 (Dex)
Speed: 40'
AC: 16 (-1 size, -1 Dex, +3 natural, +3 hide, +2 shield)
Attacks: Greatclub +8 melee; or shortspear +2 ranged
Damage: Greatclub 1d10+6 or shortspear 1d8+6
Face/Reach: 5'x5'/10'
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 23, Dex 9, Con 17, Int 10, Wis 10, Cha 11
Skills: Climb +8, Jump +8, Spot +5
Feats: Weapon Focus (shortspear)
Climate/Terrain: Any hill
Organization: Solitary, gang (2-5), hunting/raiding party (6-9 plus 2-4 ogres plus 1-6 worgs), or tribe (10-30 plus 50% noncombatants plus 1 7th-level shaman plus 1 8th-level chieftain)
Challenge Rating: 3
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class

Giant, Voadkyn
Large Giant
Hit Dice: 7d8+21 (52 hp)
Initiative: +3 (Dex)
Speed: 30'
AC: 15 (-1 size, +3 Dex, +3 natural, +2 leather)
Attacks: Greatsword +9 melee; or huge longbow +8 ranged
Damage: Greatsword 2d6+5 or huge longbow 2d6
Face/Reach: 5'x5'/10'
Special Qualities: Camouflage, immunities, alter self
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 10, Cha 11
Skills: Hide +0*, Listen +4, Move Silently +8, Spot +4
Feats: Combat Reflexes, Weapon Focus (longbow)
Climate/Terrain: Any forest
Organization: Solitary, gang (2-4), or hunting party (2-4 plus 2-4 dire wolves)
Challenge Rating: 4
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class
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Camouflage (Ex): Voadkyn gain a +8 bonus to Hide checks in woodlands.
Immunities (Ex): Voadkyn are immune to charm and sleep spells.
Alter self (Sp): Voadkyn can alter self at will to resemble any humanoid race between 3' and 15' tall.
Skills: Voadkyn gain a +4 racial bonus to Move Silently checks

Giant Frog/Toad
Tiny Animal
Hit Dice: ½d8 (1 hp)
Initiative: +1 (Dex)
Speed: 10', swim 30'
AC: 14 (+2 size, +1 Dex, +1 natural)
Attacks: Tongue +2 melee
Damage: --
Face/Reach: 5'x5'/5'
Special Attacks: Improved grab, swallow whole
Special Qualities: Camouflage, great leap
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 2, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Hide +10*, Jump +5, Listen +5, Spot +5
Feats: Weapon Finesse (tongue)
Climate/Terrain: Temperate and warm land and aquatic
Organization: Swarm (5-40)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Small), 3 HD (Medium)
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Improved Grab (Ex): If a giant frog hits with its tongue, it can swallow opponents at least one size class smaller than itself on a successful grapple check.
Swallow Whole (Ex): A creature swallowed by a giant frog takes 1d3 points of biting damage per round (Small and Medium-sized giant frogs do 1d6 and 2d4 points of damage respectively).  An opponent can escape from the frog's mouth with a successful grapple check, or cut itself loose using claws or a Small or Tiny slashing weapon to deal 1 point of damage to the tongue (AC 13).  A giant frog cannot attack if its tongue has been severed or if it is already holding an opponent in its mouth.
Camouflage (Ex): A giant frog has +4 to Hide checks in water or vegetation.
Great Leap (Ex): A giant frog can jump twice as far, both horizontally and vertically, as a normal creature of its size.
Skills: A giant frog has a +8 bonus to Jump checks.

Killer Frog: A killer frog has the same statistics as a giant frog, but has a bite attack -4 melee/1d4 damage and two claw attacks -6 melee/1d2 damage.  It cannot swallow its opponents, and it has the Multiattack feat instead of Weapon Finesse (tongue).

Poisonous Frog: A poisonous frog may be a normal or giant frog, but it has poison glands in its skin which force anyone who touches it to succeed at a Fortituide save (DC 10) or take 1d4 initial and secondary Strength damage.

Gibberling
Medium-sized Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 30', burrow 5'
AC: 10
Attacks: Short sword +2 melee
Damage: Short sword 1d6+1 
Face/Reach: 5'x5'/5'
Special Qualities: Darkvision 60', Light phobia, Pandemonium, Burrowing
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 12, Dex 14, Con 11, Int 6, Wis 10, Cha 6
Skills: Spot +4
Feats: Improved Bull Rush
Climate/Terrain: Temperate forest or underground
Organization: Mob (40-90) or swarm (100-400)
Challenge Rating: ½
Treasure: None
Alignment: Always chaotic neutral
Advancement: 2-4 HD (Medium), 5-8 HD (Large)
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Light phobia (Ex): Gibberlings are afraid of bright lights, including sunlight, a light spell, or a large bonfire.  They will flee from well-lit areas as if affected by a fear spell.
Pandemonium (Ex): Gibberlings create such an awful racket that anyone who hears it must make a Will save (DC 15) or suffer a -2 to attack rolls against them.  Anyone who rolls a 1 on their Will check is completely unnerved and will flee as if affected by a fear spell.  Gibberlings automatically fail any Move Silently checks because they have no concept of stealth.  In fact, they make so much noise that anyone nearby has a +8 to Listen checks to detect their approach.

Hippocampus
Huge Beast
Hit Dice: 4d10+12 (33 hp)
Initiative: +2 (Dex)
Speed: Swim 60'
AC: 15 (-2 size, +2 Dex, +5 natural)
Attacks: Bite +5 melee
Damage: Bite 1d6+6
Face/Reach: 5'x15'/5'
Special Qualities: Scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 13, Cha 13
Skills: Hide +0, Listen +6, Move Silently +4, Sense Motive +3, Spot +6
Climate/Terrain: Any aquatic
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Huge)

Huge Lizard
[This is the animal formerly known as the "Giant Lizard", a term which the Monster Manual now uses to describe monitors and other human-sized lizards.  The Huge Lizard, on the other hand, is 15+ ft long and is often trained as a mount by lizardfolk.  Although the "Giant Lizard" was and still is a 3-HD animal, I've increased the HD of the Huge Lizard to 7 to emphasize the difference between them.]
Huge Animal
Hit Dice: 7d8+30 (61 hp)
Initiative: +1 (Dex)
Speed: 40'
AC: 15 (-2 size, +1 Dex, +6 natural)
Attacks: Bite +9 melee
Damage: Bite 1d8+9
Face/Reach: 10'x15'/5'
Special Attacks: Improved grab, chomp
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 12, Cha 2
Skills: Listen +5, Move Silently +3, Spot +5
Climate/Terrain: Any warm land
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-12 HD (Huge)
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Improved Grab (Ex): If a huge lizard hits with its bite attack, it can grab an opponent of Large size or smaller in its mouth and crush it with a successful grapple check.
Chomp (Ex): A huge lizard can crush an opponent held in its mouth, automatically dealing 2d8+9 points of bludgeoning damage per round.

Ixitxachitl
Medium-sized Magical Beast (Aquatic)
Hit Dice: 1d10+1 (6 hp)
Initiative: +2 (Dex)
Speed: Swim 30'
AC: 14 (+2 Dex, +3 natural)
Attacks: Bite +1 melee
Damage: Bite 1d8+4
Face/Reach: 10'x5'/5'
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 9
Skills: Hide +6, Listen +8, Move Silently +8, Search +5, Spellcraft +5, Spot +8, Wilderness Lore +4
Feats: Alertness
Climate/Terrain: Warm aquatic
Organization: Band (5-12) or tribe (10-100 plus 25% non-combatants, plus 200% humanoid slaves, plus 1 2nd-level priest per 10 members, plus 1 3rd-level priest per 20 members, plus 1 5th-level priest per 50 members)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 2-4 HD (Medium), 5-8 HD (Large), or by character class
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One in 40 ixitxachitl has vampiric abilities.  Vampiric ixitxachitl gain an additional hit die and the supernatural abilities of Energy Drain (1 level with each bite) and Fast Healing 5.  However, vampiric ixitxachitl are not undead and cannot be turned by clerics.  They merely have a connection to the negative energy plane as a result of their divine powers (all vampiric ixitxachitl can cast clerical spells as appropriate for level as well).  Vampiric ixitxachitl have a CR of 3.
Skills: Ixitxachitl gain a +2 racial bonus to Move Silently checks.

As Characters
[Even in an aquatic campaign, ixitxachitl are not particularly suited as PCs due to their unusual body structure.  However, they might be useful as NPC's, so I've provided character stats for them.]
+2 Dexterity, +2 Wisdom, -2 Strength, -2 Charisma
Medium-sized
Base speed: Swim 30'
+2 natural AC from tough skin
Bite attack
No fine manipulators
Non-humanoid body
+2 to Move Silently checks
Automatic Languages: Ixitxachitl and Aquan.  Bonus Languages: Locathan, Merrow, Sahuagin, Scrag, Sea-Elven
Favored Class: Cleric.  Ixitxachitl clerics choose two of the following domains: Chaos, Death, Evil, and Water.

Kenku
Medium-sized Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +2 (Dex)
Speed: 20', fly 60' (poor)
AC: 15 (+2 Dex, +2 natural, +1 padded)
Attacks: 2 claws +1 melee, bite -4 melee; or quarterstaff +1 melee
Damage: Claw 1d4, bite 1d6; or quarterstaff 1d6
Face/Reach: 5'x5'/5'
Special Qualities: SR 17, Spells, Telepathy
Saves: Fort +0, Ref +5, Will +5
Abilities: Str 9, Dex 15, Con 10, Int 12, Wis 14, Cha 13
Skills: Bluff +6, Diplomacy +4, Disguise +6, Gather Information +4, Hide +4, Innuendo +6, Listen +4, Move Silently +4, Search +2, Sense Motive +4, Spellcraft +2, Spot +4
Feats: Dodge
Climate/Terrain: Any land
Organization: Band (2-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
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Spell-like abilities: Kenku gain the following spells as they increase in level.
	- At 3rd level, a kenku may alter self for up to a week once every 30 days.
	- At 4th level, a kenku may become invisible at will.
	- At 5th level, a kenku may call lightning once a week.
Telepathy (Su): Kenku cannot speak, though they can make bird-like noises.  (They are mute when wearing the form of other races.)  They can communicate telepathically with any other kenku within 100', but they usually use sign language and pantomime to communicate with others.  Spell-casting kenku cast their spells using a flute or other wind instrument in lieu of verbal components (though kenku bards may use a lute instead).
Skills: Kenku gain a +2 racial bonus to Bluff, Disguise and Innuendo checks.

As Characters
Kenku are "level +2" characters
+2 Dexterity, -2 Strength
Medium-sized
Base speed: 20', fly 60' (poor)
+2 natural AC from feathers
Claw attack
Spell Resistance 17
Spell-like abilities
Telepathy
+2 to Bluff, Disguise and Innuendo checks
May take Fly-by Attack and Multiattack as feats
Automatic Languages (understanding only): Kenku and Common.  Bonus Languages: Auran, Elf, Gnome, Halfling.
Favored Class: Bard.  Kenku clerics choose two of the following domains: Air, Magic, Travel and Trickery.

Ki-Rin
Large Outsider (Air, Good, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60', fly 120' (good)
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 2 hooves +11 melee, horn +10 melee
Damage: Hoof 2d4+5, horn 3d6+8
Face/Reach: 5'x10'/5'
Special Attacks: Magical horn, spells
Special Qualities: SR 25, plane-walking, telepathy
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 20, Dex 15, Con 18, Int 20, Wis 18, Cha 18
Skills: Animal Empathy +13, Concentration +18, Diplomacy +18, Hide +10, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +16, Move Silently +16, Scry +16, Search +16, Sense Motive +18, Spellcraft +20, Spot +16
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Focus (horn)
Climate/Terrain: Any mountain
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always lawful good
Advancement: 13-18 HD (Large): 19-30 HD (Huge)
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Magical horn (Su): A ki-rin's horn is magically sharp, functioning as a +3 magic weapon.
Spell-like abilities: Ki-rin know all sorcerer/wizard spells and can cast up to 9 1st-level spells, 8 2nd-level spells, 7 3rd-level spells, etc., each day, as an 18th-level sorcerer.  They may also cast the following once per day without using any of their slots: call lightning, control weather, gaseous form, heroes' feast, minor creation (permanent duration), major creation (300x duration), major image (permanent until touched or dispelled, no concentration necessary), and wind walk, all cast as an 18th-level sorcerer.
Plane-walking (Su): A ki-rin can enter the astral or ethereal planes at will.
Telepathy (Su): Ki-rin can communicate telepathically with any creature within 100' that has a langauge.  Ki-rin speak Auran, Celestial, Infernal, Draconic and Common.

Leprechaun
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +3 (Dex)
Speed: 40'
AC: 14 (+1 size, +3 Dex)
Attacks: Sap +4 melee; or tiny crossbow +4 ranged
Damage: Sap 1d4-2; or tiny crossbow* 1d4
Face/Reach: 5'x5'/5'
Special Attacks: Spell-like abilities, special arrows
Special Qualities: SR 23
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 6, Dex 17, Con 11, Int 16, Wis 15, Cha 18
Skills: Appraise +6, Bluff +8, Concentration +4, Craft (any one) +6, Diplomacy +6, Disable Device +4, Escape Artist +6, Hide +9, Jump +2, Knowledge (nature) +6, Listen +8, Move Silently +8, Open Lock +4, Perform (any two) +6, Pick Pocket +4, Search +6, Sense Motive +6, Spellcraft +6, Spot +6
Feats: Alertness, Spell Focus (Illusion), Weapon Finesse (sap), Weapon Finesse (tiny crossbow)
Climate/Terrain: Temperate forest or hills
Organization: Solitary, gang (2-4), band (6-11), or clan (10-20)
Challenge Rating: 1
Treasure: Double standard
Alignment: Usually neutral
Advancement: 2-3 HD (Small)
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Spell-like abilities: Leprechauns can use the following spell-like abilities at will as an 8th-level sorcerer (save DC 14 + spell level): ghost sound, invisibility, minor image, ventriloquism.  They may also polymorph non-living objects three times/day (treat as polymorph other, but with the duration of polymorph self).
Special Arrows (Ex): Leprechauns use the same type of arrows as pixies.  See the Sprite (Pixie) listing in the Monster Manual for details.
*Tiny crossbows have the same stats as hand crossbows, but are cocked using a lever like a light crossbow.
Skills: Leprechauns gain a +2 racial bonus to Bluff, Hide and Move Silently checks.
Leprechauns speak Common, Dwarven, Gnomish, Halfling, Sylvan and occasionally Terran.

Loxo
Large Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: -1 (Dex)
Speed: 30'
AC: 14 (-1 size, -1 Dex, +6 natural)
Attacks: Huge mace +6 melee, shuriken +5 ranged
Damage: Huge mace 2d6+6, shuriken 1
Face/Reach: 5'x5'/10'
Special Attacks: Trample 2d8+6, rage
Special Qualities: Dextrous trunk
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 19, Dex 8, Con 15, Int 12, Wis 12, Cha 10
Skills: Listen +3, Spot +3, Wilderness Lore +6
Feats: Multiattack, Power Attack
Climate/Terrain: Temperate and warm plains
Organization: Solitary, pair, gang (3-6), band (7-10), or herd (10-60 plus 50% noncombatants, plus 1 5th-level lieutenant per 10 adults, plus 1 7th-level captain)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
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Trample (Ex): A loxo can trample Medium-sized or smaller creatures for automatic slam damage.  Trampled opponents can attempt attacks of opportunity at a -4 penalty.  Opponents who do not make attacks of opportunity against the loxo can attempt a Reflex save (DC 16) to halve the damage.
Rage (Ex): If a loxo's family is threatened, there is a 10% noncumulative chance per round that it rages like a barbarian.  If the loxo has levels in barbarian, this does not count against the number of times it can rage that day.
Dextrous Trunk (Ex): When using its trunk, a loxo has a +2 racial bonus to attack rolls with small ranged weapons, and a +4 racial bonus to skill checks involving fine manipulation (e.g. Disable Device, Open Lock, Pick Pocket).  A loxo can use a ranged weapon and melee weapon in the same round using the full attack action.

As Characters
Loxoth are "level +3" characters
+4 Strength, -2 Dexterity, +2 Constituion
Large-sized
Base speed: 30'
+6 natural AC from thick hide
Trample (DC 10 + ½ level + Str modifier)
Rage
Dextrous Trunk
Bonus feat: Multiattack
Automatic Languages: Loxo and Common.  Bonus Languages: Varies by location 
Favored Class: Ranger

Mammoth
Huge Animal
Hit Dice: 13d8+91 (149 hp)
Initiative: -1 (Dex)
Speed: 40'
AC: 16 (-2 size, +8 natural)
Attacks: Slam +17 melee, 2 stamps +12 melee; or gore +17 melee
Damage: Slam 2d6+12, stamp 2d6+6; or gore 2d8+18
Face/Reach: 10'x20'/10'
Special Attacks: Trample 2d8+18
Special Qualities: Cold resistance 10, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 35, Dex 8, Con 25, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Climate/Terrain: Cold plains
Organization: Solitary or herd (2-12)
Challenge Rating: 9
Treasure: None
Alignment: Always netural
Advancement: 14-24 HD (Huge)
-------------
Dire elephants (also called mastodons) have the same stats as mammoths except for cold resistance.

Mind Flayer (Illithid)
Mind flayers are probably unsuitable as PCs, but have great potential as NPCs, especially in Planescape, Spelljammer and Ravenloft campaigns.  For a standard mind flayer, you can simply take the stats listed in the Monster Manual and tweak them to suit your character concept.  However, if you want a more unusual (or less powerful) character, you can create an illithid using the rules provided below.  The illithid's special abilities are considered class features of a new class: Ceremorph*.  Illithid characters start out as 4th-level ceremorphs, and may add additional levels of ceremorph or regular character classes.  Once a ceremorph reaches 8th level, it gains no new special abilities unless it has another character class, although it may still advance as a ceremorph and gain hit dice, skills, attack and save bonuses, etc. according to the standard schedule.  Illithids are "level +4" characters (i.e. a 4th-level ceremorph with no character class is equivalent to a normal 8th-level character).
	(*An illithid 'tadpole' ready for tranformation is placed into the ear of a humanoid creature, where it eats its way into the brain, ultimately destroying it.  As it grows, it first fills the cranial cavity and then ultimately replaces all of the host's tissues with its own to create a mature illithid.  This process is called ceremorphosis and it's how mind flayers reproduce.)
	Racial Features
+6 Intelligence, +6 Wisdom, +4 Charisma
Medium-sized
Base speed: 30'
+3 natural AC from tough skin
Darkvision 60'
+2 to Swim checks
4 tentacle attacks, 1d4 damage (3 points of slashing damage done directly to a tentacle will sever it).
Alignment: Illithids cannot be good or chaotic except in extremely unusual circumstances.
Automatic Languages: Illithid, Common and Undercommon.  Bonus Languages: Any (except Druidic).  Illithids prefer to communicate telepathically, but are capable of producing a crude approximation of human speech.  Their own language, which they rarely speak out loud except in spell-casting, uses the Infernal alphabet and cannot be reproduced by normal humanoid vocal organs, though other races can still learn to understand spoken Illithid as well as read and write it.
Special Qualities:
	Hermaphrodite (Ex): A girdle of masculinity/femininity (if such a thing still exists in 3rd edition; I haven't been able to find it) has no effect on an illithid.
	Light Sensitivity (Ex): Illithids suffer a -2 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
	Mucous skin (Ex): Illithids have slimy skin which dehydrates easily.  In their subterranean homes, this is not usually a problem, but combined with their light sensitivity this makes them loath to go out in the open.  An illithid could survive about 8 hours on a cool, dry autumn night before starting to dehydrate.  During the day, this time is reduced to 4 hours unless the illithid wears heavy robes.  On a hot summer day, an illithid will start to dry out after only 1 hour, and in the baking desert an illithid can go barely 20 minutes before starting to suffer.  The illithid loses 1 temporary Constitution point and 1 point of SR per period, where a period is equal to 1/4 the time it took for dehydration to set in.  Of course, an illithid can stave off dehydration indefinitely by regularly dousing or sponging itself with water.  One full waterskin is needed for a complete dousing.
Favored Classes: Ceremorph and Psion (if using psionics rules; otherwise Sorcerer).  Illithid clerics worship Ilsensine and choose two of the following domains: Evil, Knowledge, Law and Trickery.  Clerics of Ilsensine are always lawful evil, though its worshipers may be any non-good, non-chaotic alignment.
	Class Features
Hit Die: d8
Skill Points/level: 2 + Int modifier.  A starting (4th-level) ceremorph must take the following skill package representing skills gained at 1st through 4th level: Bluff +2, Concentration +6, Hide +4, Intimidate +6, Knowledge (any two) +3, Listen +4, Move Silently +4, Spot +4, Swim +5.  (This assumes an Int modifier of +3, not +4 like the mind flayer in the Monster Manual.  If your character's Int modifier is different, you'll need to adjust the number of skill points accordingly.  Also, ability modifiers have not been added into the package.)  When adding new character classes, an illithid does not get the extra skill points gained at 1st level since they have already been accounted for.
Class Skills: Bluff, Concentration, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Swim
Feats: Ceremorphs start with the feats Alertness* and Weapon Finesse (tentacle).  They may take Multiattack as a feat, enabling them to fight with a weapon and tentacles at the same time.
	*Alertness has already been factored into the skill package listed above.
Special Abilities: All ceremophs have the abilities of Mind Blast, Improved Grab, Extract and Telepathy as described in the Monster Manual (saves against the mind blast are DC 10 + 1/2 level + Cha modifier).  They gain additional psionic/spell-like abilities as they increase in level: at 4th level, detect thoughts and levitate; at 6th level, charm monster and suggestion; and at 8th level, astral projection and plane shift.  All of these are useable at will as a psion or sorcerer of the same level.  SR is 9 + 2/level.
	For those interested in the comparison, an 8th-level ceremorph created using these rules will have more skill points and fewer feats than the standard mind flayer listed in the Monster Manual.

Neo-Otyugh
Neo-otyughs have the same stats as regular otyughs, with the following modifications:
Hit Dice: 9d8+9 (49 hp)
Attack bonus is increased from +3/-2 to +5/+0
All saves increase by +1 because of the increase in hit dice.
Intelligence is increased from 5 to 10
Skills: Bluff +2, Hide +7, Listen +9, Search +4, Spot +12
Challenge Rating: 6
Advancement: 10-12 HD (Large), 13-18 HD (Huge)

Necrophidius
Large Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 20'
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Bite +3 melee
Damage: Bite 1d8 and paralysis
Face/Reach: 5'x10'/5'
Special Attacks: Paralysis, dance of death
Special Qualities: Construct, cunning, silence, skeletal
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 17, Dex 15, Con --, Int --, Wis 11, Cha 1
Feats: Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large), 7-12 HD (Huge)
-------------
Paralysis (Su): Anyone bitten by a necrophidius must succeed at a Fortitude save (DC 11) or be paralyzed and unconscious for 1d4 minutes.
Dance of Death (Su): At the beginning of combat, if it is not surprised, the necrophidius will perform a macabre, swaying dance.  Anyone observing the dance must succeed at a a Will save (DC 12) or be hypnotized.
Cunning (Ex): Though it is mindless, a necrophidius can follow complex instructions and use tactics in combat as if it had an Intelligence of 10.
Silence (Su): A necrophidius always moves silently
Skeletal (Ex): A necrophidius takes half damage from slaching or piercing weapons

Nereid
Medium-sized Elemental (Water)
Hit Dice: 4d8 (18 hp)
Initiative: +2 (Dex)
Speed: 30', swim 30'
AC: 12 (+2 Dex)
Attacks: Unarmed attack +3 melee
Damage: Unarmed attack 1d3 subdual damage
Face/Reach: 5'x5'/5'
Special Attacks: Kiss, venom, water control, enchantment
Special Qualities: Transparency, fluidity
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 10, Dex 14, Con 11, Int 12, Wis 15, Cha 17
Skills: Bluff +7, Disguise +7, Escape Artist +12, Hide +6, Listen +10, Move Silently +10, Spot +10
Feats: Alertness
Climate/Terrain: Temperate or warm aquatic
Organization: Solitary or gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 5-8 HD (Medium)
-------------
Kiss (Su): Anyone kissed by a nereid must succeed at a Fortitude save (DC 15) or suffer 2d6 temporary Strength damage.  Anyone who fails the first save must succeed at another save or take subdual damage reducing them to 0 hit points.  To kiss an unwilling opponent, a nereid must pin them.
Venom (Ex): A nereid can spit venom to a range of 20', forcing the target to succeed at a Reflex save (DC 13) or be blinded for 2d6 rounds or until the venom is washed away with clean water.
Water control (Su): A nereid can manipulate water to create the following effects at will: control water as per the spell, slow opponent's movement by 10', and increase DC of holding breath by 2.  It can also use the following abilities twice/day: animate a wave to attack (use stats for water weirds except for supernatural abilities), and cause a thunderous crash of waves that deafens everyone within 60' for 3d4 rounds unless they succeed at a Fortitude save (DC 15).
Enchantment (Su): Any male who sees a nereid must succeed at a Will save (DC 15) to voluntarily attack it.
Transparency (Ex): Nereids are transparent in water, causing a -15 to Spot checks to see them even if they're not trying to hide.
Fluidity (Ex): A nereid can avoid any physical blow with a successful Reflex check (DC equal to the attack roll).  This also gives them a +8 racial bonus to Escape Artist checks.
Skills: +4 racial bonus to Move Silently checks.

Rakasta
Medium-sized Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30'
AC: 13 (+3 Dex)
Attacks: 2 Claws +1 melee; bite -1 melee; or rapier +1 melee
Damage: Claw 1d3, bite 1d4; or rapier 1d6
Face/Reach: 5'x5'/5'
Special Attacks: Improved grab, rake 1d4
Special Qualities: Keen hearing, low-light vision
Saves: Fort +1, Ref +7, Will +0
Abilities: Str 11, Dex 16, Con 13, Int 11, Wis 10, Cha 14
Skills: Balance +4, Listen +6, Move Silently +6, Spot +2, Tumble +6
Feats: Blind-Fight, Multiattack
Climate/Terrain: Any temperate or warm land
Organization: Gang (2-4) or band (5-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
-------------
Improved Grab (Ex): To use this ability, a rakasta must hit with its claw attack.  If it gets a hold, it can rake with its rear claws.
Rake (Ex): A rakasta that gets a hold can make two rake attacks (+1 melee) with its hind legs for 1d4 damage each.
Keen Hearing (Ex): Rakasta gain Blind-fight as a bonus feat due to their superior senses.
Skills: Rakasta gain +4 racial bonus to Listen checks, and a +2 racial bonus to Move Silently and Tumble checks.

As Characters
+2 Dexterity, -2 Wisdom
[Check out http://www3.sympatico.ca/sandyxavier/rakasta.htm for a great set of advice for role-playing a rakasta, particularly with regard to their Wisdom penalty (look under "weaknesses").]
Medium-sized
Base speed: 30'
Low-light vision
Claw and bite attacks.  Rakasta do 1d4 points of damage with their claws and bite.  This is normal damage rather than subdual damage, but are otherwise considered unarmed attacks.
+4 to Listen checks
+2 to Move Silently and Tumble checks.  Rakasta can make Dex checks with a +2 bonus to reduce falling damage even if they have no ranks in Tumble.
Bonus feat: Blind-Fight
+1 to Reflex saves
Automatic Languages: Rakastan and Common.  Bonus Languages: Varies by location.
Favored Class: Bard (Samurai in oriental campaigns).  Rakasta have no racial gods, so rakasta clerics choose a deity from the standard list.

Saurial
Climate/Terrain: Warm forest and mountain
Organization: Solitary, gang (2-5), band (6-9), or tribe (10-60 plus 50% noncombatants, plus 1 3rd-level sergeant per 10 adults, plus 1 5th-level captain)
Challenge Rating: 1 (2 for hornheads)
Treasure: Standard
Alignment: Any
Advancement: By character class

Saurial Qualities
+2 to save vs. sonic spells and effects
-2 to save vs. gaseous spells and effects
Darkvision 60'
Cold Susceptibility (Ex): Saurials take double damage from cold.
Saurials using weapons made for non-saurials have a -1 penalty to hit, and vice versa.
Automatic Languages: Saurial and Common.  Bonus Languages: Draconic, others vary by location.

Bladeback
Medium-sized Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 30'
AC: 15 (-1 Dex, +6 natural) 
Attacks: Large morningstar +4 melee or 2 claws +4 melee; tail spike +2 melee
Damage: Large morningstar 2d6+3 or claw 1d4+2, tail spike 1d6+2
Face/Reach: 5'x5'/5'
Special Attacks: None
Special Qualities: Saurial qualities
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 14, Dex 8, Con 14, Int 11, Wis 15, Cha 13
Skills: Climb +6, Hide +4, Listen +7, Move Silently +4, Spot +7
Feats: Multiattack

As characters
-2 Dexterity, +2 Wisdom, +2 Charisma
+6 natural AC from tough skin and plates
Base speed: 30'
Claw attack
Tail spike attack
Saurial qualities
Favored Class: Cleric

Finhead
Medium-sized Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0 (Dex)
Speed: 30'
AC: 15 (+5 natural) 
Attacks: Huge falchion +5 melee or 2 claws +5 melee; tail lash +0 melee
Damage: Huge falchion 2d6+5 or claw 1d4+3, tail lash 1d3+3
Face/Reach: 5'x5'/5'
Special Attacks: None
Special Qualities: Saurial qualities
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 16, Dex 10, Con 14, Int 11, Wis 11, Cha 11
Skills: Climb +6, Hide +4, Listen +6, Move Silently +4, Spot +6
Feats: Combat Reflexes

As Characters
No ability adjustments
+5 natural AC from tough skin
Base speed: 30'
Claw attack
Tail lash attack
Saurial qualities
Favored Class: Fighter

Flyer
Small Monstrous Humanoid (Reptilian)
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Base Speed: 20', fly 60' (average)
AC: 14 (+1 size, +1 Dex, +2 natural) 
Attacks: Dagger +2 melee or 2 claws +2 melee; bite +1 melee
Damage: Dagger 1d4-1; Claw 1d3-1, bite 1d4-1
Face/Reach: 5'x5'/5'
Special Attacks: None
Special Qualities: Saurial qualities
Saves: Fort +0, Ref +6, Will +5
Abilities: Str 8, Dex 16, Con 10, Int 11, Wis 14, Cha 14
Skills: Hide +12, Listen +7, Move Silently +7, Search +5, Spot +7
Feats: Weapon Finesse (bite)

As Characters
-2 Strength, +2 Dexterity
Small-sized
Base speed: 20', fly 60' (average)
+2 natural AC from tough skin
Claw attack
Bite attack
Saurial qualities
Favored Class: Rogue

Hornhead
Large Monstrous Humanoid (Reptilian)
Hit Dice: 4d8+4 (22 hp)
Initiative: -1 (Dex)
Speed: 30'
AC: 15 (-1 size, -1 Dex, +7 natural) 
Attacks: Huge quarterstaff +5 melee; or 2 claws +5 melee, gore +0 melee
Damage: Huge quarterstaff 1d8+5; or claw 1d4+3, gore 2d6+3
Face/Reach: 5'x5'/10'
Special Attacks: None
Special Qualities: Saurial qualities
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 16, Dex 8, Con 13, Int 16, Wis 12, Cha 10
Skills: Concentration +8, Hide +0, Listen +8, Move Silently +2, Spellcraft +10, Spot +8
Feats: Combat Casting

As Characters
+2 Strength, -2 Dexterity, +2 Intelligence
Large-sized
Base speed: 30'
+7 natural AC from thick hide and neck frill
Claw attack
Gore attack
Saurial qualities
Favored Class: Wizard

Sea Zombie (Drowned One)
Medium-sized Undead (Aquatic)
Hit Dice: 5d12+3 (35 hp)
Initiative: -1 (Dex)
Speed: 20', swim 30'
AC: 13 (+3 natural)
Attacks: Slam +6 melee
Damage: Slam 1d6+4 and disease
Face/Reach: 5'x5'/5'
Special Attacks: Disease, spells, stench
Special Qualities: Undead, +2 turn resistance, waterbound, waterlogged
Saves: Fort +1, Ref +0, Will +5
Abilities: Str 19, Dex 8, Con --, Int 6, Wis 12, Cha 1
Skills: Hide +5, Listen +8, Move Silently +5, Spot +8
Feats: Power Attack, Toughness
Climate/Terrain: Any ocean
Organization: Gang (2-4), band (5-12), or pack (13-24)
Challenge Rating: 3 (4 if spellcaster)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium), 11-16 HD (Large)
-------------
Disease (Ex): Any hit by a drowned one has a 10% chance of causing a gangrenous infection if the victim fails a Fortitude save (DC 20).  The effects are the same as for mummy rot, except that the corpse of one who dies from the disease will rapidly putrefy instead of crumbling to dust.
Spells: 50% of drowned ones are priests of Nerull (level 1d4 for spell-casting purposes), casting only harmful spells.
Stench (Ex): Drowned ones emit a nauseating stench of putrefaction which forces everyone within 20' to make a Fortitude save (DC 13).  A failed save means that the character suffers a -1 to attack rolls and AC for 2d4 rounds.
Waterbound (Ex): Drowned ones cannot move more than 300' from the water, except in fog.
Waterlogged (Ex): Drowned ones take half damage from fire and double damage from cold and electricity.

Lesser Shedu
Large Outsider (Good, Lawful)
Hit Dice: 9d8+27 (67 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30', fly 60' (average)
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 hooves +13 melee
Damage: Hoof 1d6+5
Face/Reach: 5'x10'/5'
Special Attacks: Psionics
Special Qualities: SR 16, Etherealness, telepathy
Saves: Fort +9, Ref +7, Will +10
Abilities: Str 21, Dex 12, Con 17, Int 16, Wis 18, Cha 18
Skills: Concentration +15, Hide +7, Intimidate +14, Knowledge (arcana) +15, Knowledge (nature) +9, Knowledge (the planes) +15, Listen +15, Sense Motive +16, Spot +15, Wilderness Lore +7
Feats: Combat Manifestation, Improved Initiative, Power Attack
Climate/Terrain: Any warm land
Organization: Herd (2-8)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful good
Advancement: 10-16 HD (Medium), 17-24 HD (Huge)
-------------
Psionics (Sp): Lesser shedu can manifest the following psionic powers as an 18th-level psion:
At will - ectoplasmic form, empathy, mindlink; 1/day - astral projection.
	Attack/Defense Modes (Sp): At will - all/all
Etherealness (Su): Shedu can become ethereal at will.
Telepathy (Su): Shedu can communicate telepathically with any creature within 100' that has a language.  Shedu know most human and humanoid languages as well as Celestial, Infernal, and Draconic.

Greater Shedu
Large Outsider (Good, Lawful)
Hit Dice: 14d8+42 (105 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40', fly 80' (good)
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 hooves +18 melee
Damage: Hoof 1d6+5
Face/Reach: 5'x10'/5'
Special Attacks: Psionics
Special Qualities: SR 21, Etherealness, invisibility, protection from evil, telepathy
Saves: Fort +12, Ref +8, Will +13
Abilities: Str 21, Dex 12, Con 17, Int 18, Wis 20, Cha 20
Skills: Concentration +20, Hide +13, Intimidate +20, Knowledge (arcana) +21, Knowledge (nature) +18, Knowledge (the planes) +21, Listen +21, Psicraft +20, Sense Motive +21, Spot +21, Wilderness Lore +13
Feats: Combat Manifestation, Endurance,Improved Initiative, Power Attack
Climate/Terrain: Any warm land
Organization: Solitary or pair
Challenge Rating: 13
Treasure: None
Alignment: Always lawful good
Advancement: 15-20 HD (Medium), 21-28 HD (Huge)
-------------
Psionics (Sp): Greater shedu can manifest the following psionic powers as an 18th-level psion:
At will - dimension door, ectoplasmic form, empathy, mind blank, mindlink, probability travel, teleport; 3/day - adapt body, aura sight, clairaudience/clairvoyance, danger sense, detect thoughts, domination, energy barrier, matter agitation, object reading, telekinesis; 1/day- astral projection, mass domination, matter manipulation, metamorphosis, precognition.
	Attack/Defense Modes (Sp): At will - all/all
Etherealness (Su): Shedu can become ethereal at will.
Invisibility (Su): Greater shedu can become invisible at will.
Protection from Evil (Su): Greater shedu constantly radiate protection from evil in a 10' radius.
Telepathy (Su): Shedu can communicate telepathically with any creature within 100' that has a language.  Shedu know most human and humanoid languages as well as Celestial, Infernal, and Draconic.

Sylph
Medium-sized Elemental (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30', fly 90' (perfect)
AC: 13 (+3 Dex)
Attacks: Unarmed attack +0 melee
Damage: Unarmed attack 1d3-1
Face/Reach: 5'x5'/5'
Special Attacks: Spells
Special Qualities: SR 21, Levitation
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 9, Dex 17, Con 10, Int 15, Wis 15, Cha 18
Skills: Balance +6, Concentration +6, Escape Artist +6, Heal +4, Hide +9, Intuit Direction +6, Listen +6, Move Silently +11, Sense Motive +4, Spellcraft +6, Spot +6
Feats: Alertness, Improved Initiative
Climate/Terrain: Any mountain or forest
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral good
Advancement: 4-6 HD (Medium)
-------------
Spells: Slyphs can cast spells as a 7th-level sorcerer, preferring air spells.  They can also become invisible at will, and can summon an air elemental once a week.
Levitation (Su): A sylph's ability to fly is due to levitation; her wings only provide thrust and steering.  Therefore, she will be grounded in an antimagic field.  If her wings are damaged (50% chance on a successful rear or flanking attack), she can only hover or glide in a straight line.
Sylphs speak Auran and Common, and occasionally Elven, Halfling and/or Sylvan.
Skills: Sylphs gain a +8 racial bonus to Move Silently checks.

Tabaxi
Medium-sized Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 40'
AC: 14 (+2 Dex, +2 natural)
Attacks: 2 claws +2 melee; or greatclub +2 melee; or javelin +4 ranged
Damage: Claw 1d3; or greatclub 1d10; or javelin 1d6
Face/Reach: 5'x5'/5'
Special Attacks: Improved Grab, rake 1d4
Special Qualities: Low-light Vision, camouflage, scent
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 10, Con 13, Dex 15, Int 11, Wis 13, Cha 11
Skills: Climb +2, Hide +4*, Listen +5, Move Silently +6, Spot +5, Wilderness Lore +4
Feats: Alertness
Climate/Terrain: Warm jungle
Organization: Band (2-8) or clan (10-60 plus 50% noncombatants, plus 1 4th-level elder, plus 1 5th-level shaman per 20 adults).
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
-------------
Improved Grab (Ex): To use this ability, a tabaxi must hit with its claw attack.  If it gets a hold, it can rake with its rear claws.
Rake (Ex): A tabaxi that gets a hold can make two rake attacks (+2 melee) with its hind legs for 1d4 damage each.
Camouflage (Ex): Gives +4 to Hide checks in vegetation.
Skills: Tabaxi gain a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus to Move Silently checks.

As Characters
+2 Dexterity, -2 Strength
Medium-sized
Base speed: 40'
+2 natural AC from thick fur
Low-light vision
Camouflage
Scent
Claw attack
Improved Grab
+2 bonus to Listen and Spot checks
+4 bonus to Move Silently checks
Automatic Languages: Tabaxi and Common.  Bonus Languages: Elven, Gnoll, Sylvan, Wemic
Favored Class: Ranger.  Tabaxi shamans choose two of the following domains: Animal, Plant, Strength, Sun.

Thri-Kreen
[With the publication of the psionic monsters web supplement, these rules are now obsolete, but I'm leaving them in here for the sake of posterity.  The stats for thri-kreen weapons have been updated to match those in the web supplement.]
Large Monstrous Humanoid
Hit Dice: 6d8+6 (33 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 45'
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: 4 Claws or gythka +7 melee, bite +5 melee; or chatkcha +8 ranged
Damage: Claw 1d4+2 or gythka 1d6+3, bite 1d4+1; or chatkcha 1d6+2
Face/Reach: 5'x10'/5'
Special Attacks: Paralysis
Special Qualities: Great leap, sleepless, spell immunity
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 14, Dex 16, Con 13, Int 9, Wis 15, Cha 7
Skills: Intimidate +3, Jump +6, Listen +6, Move Silently +6, Spot +6, Wilderness Lore +8
Feats: Blind-Fight, Dodge, Exotic Weapon (Gythka), Exotic Weapon (Chatkcha), Improved Initiative, Multiattack
Climate/Terrain: Temperate and warm desert
Organization: Pack (2-24)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
-------------
Paralysis (Ex): Anyone bitten by a thri-kreen must make a Fortitude save (DC 14) or be paralyzed for 2d8 minutes.  They can manufacture up to 3 + Con modifier doses of this paralytic per day.
Great Leap (Ex): Can jump twice as far, both vertically and horizontally, as a normal creature of its size.  Figure the distance of the jump normally, then multiply by 2.  The maximum distance is also doubled.  Thri-kreen use their length (11 ft) instead of their height to calculate maximum distance.
Sleepless (Ex): Thri-kreen never need to sleep
Spell Immunity (Ex): Thri-kreen are immune to charm, hold and sleep spells.

As Characters
+4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma
Large-sized
Base speed: 45'
+5 natural AC from chitinous exoskeleton
Non-humanoid body
Cannot climb or swim
Sleepless
Spell Immunity
Claw and bite attacks
Great Leap at 3rd level
Paralytic saliva at 5th level
Bonus feats: Blind-Fight (due to antennae), Exotic Weapon (Gythka), Multiattack, Exotic Weapon (Chatkcha) at 5th level, Deflect Arrows at 7th level (if Dex is high enough)
Automatic Languages: Kreen and Common.  Bonus Languages: Aarakokra, Elven, Halfling, Pterran
Favored Class: Druid

Thri-Kreen Weapons
Chatkcha (medium, exotic, thrown weapon): 1d6, x3 crit, 20' range increment, 3 lb, piercing
Gythka (large, exotic, melee weapon): 1d8/1d8, x3 crit, 10' range increment, 25 lb, slashing

Water Weird
Large Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Initiative: +3 (Dex)
Speed: 30', Swim 30'
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d4
Face/Reach: 5'x10'/5'
Special Attacks: Water mastery, drench, improved grab
Special Qualities: Elemental, water subtype, damage reduction 10/bludgeoning, reform body, transparency, water domination
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 13, Int 12, Wis 11, Cha 11
Skills: Intuit Direction +6, Listen +6, Search +7, Spot +6
Feats: Dodge
Climate/Terrain: Any water
Organization: Solitary or gang (1-3)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Large), 7-12 HD (Huge)
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Water Mastery (Ex): The water weird gains a +1 attack bonus if both it and its opponent touch water.  If the opponent or water weird is landbound, it suffers a -4 penalty to damage.  (These modifiers are not included in the statistics block.)
Water subtype (Ex): Water weirds take half damage from fire attacks, and can save for no damage.  Intense cold affects them as a slow spell.  Purify food and drink will cause 1d4+1 points of damage per caster level, which are not regained when the water weird reforms.
Drench (Ex): The water weird's touch puts out torches, campfires, exposed lanterns and other non-magical fires of Medium size or smaller.  It can dispel magical fire which it touches as dispel magic cast by  a sorcerer of a level equal to the water weird's HD.
Improved Grab (Ex): If a water weird hits someone while it is in a body of water, it may drag them underwater on a successful grapple check.
Reform Body (Su): A water weird that is "killed" is merely disrupted and reforms in two rounds at full hit points.
Transparency (Ex): A water weird is effectively invisible in water until it attacks.
Water Domination (Su): A water weird has a 50% chance of taking control of any water elemental that it comes into contact with.

Wemic
Large Monstrous Humanoid
Hit Dice: 5d8+5 (27 hp)
Initiative: +4 (Improved Initiative)
Speed: 30'
AC: 15 (-1 size, +3 natural, +2 large shield)
Attacks: 2 claws +8 melee; or greatclub +8 melee; or javelin +4 ranged
Damage: Claw 1d4+4; or greatclub 1d10+6; or javelin 1d6+4
Face/Reach: 5'x10'/5'
Special Qualities: Low-light vision, great leap
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 19, Dex 9, Con 14, Int 10, Wis 13, Cha 11
Skills: Hide -1, Intimidate +4, Jump +6, Listen +6, Move Silently +6, Spot +6, Wilderness Lore +6
Feats: Improved Initiative, Track
Climate/Terrain: Warm and temperate plains
Organization: Solitary, gang (2-5), band (6-9), pride (10-40 plus 25% noncombatants, pluse 1 6th-level chieftain), or tribe (30-300 plus 25% noncombatants, plus 1 6th-level chieftain per 30 members, plus 1 4-7th level shaman, plus 1 9th-level king)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
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Great Leap (Ex): Can jump twice as far, both vertically and horizontally, as a normal creature of its size.  Figure the distance of the jump normally, then multiply by 2.  The maximum distance is also doubled.
Skills: Wemice gain a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus to Move Silently checks.  They also gain a +2 bonus to Hide checks in vegetation.

As Characters
+6 Strength, -4 Dexterity
Large-sized
Base speed: 30'
+3 natural AC from thick fur
Low-light vision
Great Leap
Claw attack
Cannot climb
+2 to Listen and Spot checks
+2 to Hide checks in vegetation
+4 to Move Silently checks
Automatic Languages: Wemic.  Bonus Languages: Common, Elven, Sylvan, Tabaxi.
Favored Class: Barbarian.  Wemic clerics (shamans) choose two of the following domains: Animal, Healing, Strength, Sun.

Werebat
Template
[The original werebat could transform to a hybrid form or a normal-sized vampire bat, but this seemed rather underpowered to me in comparison to the other lycanthropes; so I took the liberty of using the dire bat instead.]
Ability adjustments: Str +6, Dex +11, Con +6
Feats: Blind-Fight, Fly-by Attack, Weapon Finesse (bite)
Improved Grab (Ex): If a werebat in hybrid form hits with its claw attack, it can attempt to get a hold and make a bite attack (+8 melee).
Blindsight (Ex): In bat or hybrid form, a werebat can use echolocation to locate objects and creatures within 120'.  This ability is negated by a silence spell, forcing the werebat to rely on its vision.  In bat form, a werebat's vision has a maximum range of 10', but in hybrid form they have normal vision as well as darkvision with a range of 60'.  This, plus the ability to use their claw attack, means that werebats prefer the hybrid form over the full bat form in most circumstances.
Other special abilities and qualities are as for all lycanthropes.

Sample Werebat
Medium-sized/Large Shapechanger
Hit Dice: 4d8+12 (30 hp)
Initiative: +0; +6 (Dex) as bat or hybrid
Speed: 30'; 20', fly 40' (good) as bat or hybrid
AC: 12 (+2 natural); 23 (+6 Dex, +7 natural) as hybrid; 22 (-1 size, +6 Dex, +7 natural) as bat
Attacks: Unarmed strike +0 melee; 2 claws +8 melee as hybrid; bite +8 melee as bat
Damage: Unarmed strike 1d3 subdual; claw 1d4+6; bite 1d8+4
Face/Reach: 10'x5'/5'
Special Attacks: Curse of lycanthropy as bat or hybrid, improved grab as hybrid, bite 1d8+3
Special Qualities: Bat empathy; plus blindsight, damage reduction 15/silver as bat or hybrid
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 17, Dex 22, Con 17, Int 10, Wis 10, Cha 10 as bat or hybrid
Skills: Listen+19*, Move Silently+11, Search +8, Spot+19* as bat or hybrid
Feats: Blind-Fight, Fly-by Attack, Weapon Finesse (bite) as bat or hybrid
Climate/Terrain: Temperate forest
Organization: Solitary, pair, brood (2-4), troupe (2-4 plus 1-4 dire bats), or flock (1-3 plus 10-100 regular bats)
Challenge Rating: 4 
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
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*Listen and Spot checks suffer a -4 penalty if blindsight is negated.

Werefox
Template
A werefox can transform into a large silver fox which has the same stats as a dog with the following modifications: Speed 60'; bonus skills, feats and abilities as listed below; no racial bonus to Swim.
Ability adjustments: Str +2, Dex +4, Con +6
Skills: In addition to the usual skill bonuses for lycanthropes, werefoxes also have a +4 bonus to Hide and Move Silently checks in hybrid form, increasing to +8 in fox form.
Feats: Blind-Fight, Improved Initiative, Weapon Finesse (bite)
Trackless Step (Su): As the druid ability.

Sample Werefox
[This uses an elf rather than a human as the base creature.]
Medium-sized/Small Shapechanger
Hit Dice: 1d8+2 (6 hp)
Initiative: +0;+7 (+3 Dex, +4 Improved Initiative) as fox or hybrid
Speed: 30'; 40' as hybrid; 60' as fox
AC: 12 (+2 natural); 16 (+3 Dex, +3 natural) as hybrid; 17 (+1 size, +3 Dex, +3 natural) as fox
Attacks: Unarmed strike +0 melee; rapier +3 melee, bite -2 melee as hybrid; bite +4 melee as fox
Damage: Unarmed strike 1d3 subdual; bite 1d4+1
Face/Reach: 5'x5'/5'
Special Attacks: Curse of lycanthropy as fox or hybrid
Special Qualities: Fox empathy; plus scent, damage reduction 15/silver as fox or hybrid
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 11, Wis 11, Cha 11 as fox or hybrid
Skills: Hide +11*, Listen +13, Move Silently +11*, Search +8, Spot +13, Wilderness Lore +0 as fox or hybrid
Feats: Blind-Fight, Improved Initiative, Weapon Finesse (bite) as fox or hybrid, Weapon Finesse (rapier) as hybrid
Climate/Terrain: Any forest
Organization: Solitary, pair, pack (6-10), or troupe (1-3 plus 5-8 regular foxes)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
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*In hybrid form, Hide and Move Silently are +7 each.

Wereraven
Template
The animal form of a wereraven is a Raven of Unusual Size, which has the same stats as an eagle.
Ability adjustments: Dex +4
Feats: Fly-by Attack, Improved Initiative, Weapon Finesse (claw, bite)

Sample Wereraven
Medium-sized/Small Shapechanger
Hit Dice: 1d8+1 (5 hp)
Initiative: +0; +6 (+2 Dex, +4 Improved Initiative) as raven or hybrid
Speed: 30'; 20', fly 40' (poor) as hybrid; 10', fly 80' (average) as raven
AC: 12 (+2 natural); 15 (+2 Dex, +3 natural) as hybrid; 16 (+1 size, +2 Dex, +3 natural) as raven
Attacks: Unarmed strike +0 melee; 2 claws +3 melee, bite -2 melee as raven or hybrid
Damage: Unarmed strike 1d3 subdual; bite 1d4, claw 1d3
Face/Reach: 5'x5'/5'
Special Attacks: Curse of lycanthropy as raven or hybrid
Special Qualities: Raven empathy; plus damage reduction 15/silver as raven or hybrid
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 10, Wis 10, Cha 10 as raven or hybrid
Skills: Listen +12, Search +8, Spot +12
Feats: Fly-by Attack, Improved Initiative, Weapon Finesse (claw, bite) as raven or hybrid
Climate/Terrain: Temperate forest, hill, and plains
Organization: Solitary, pair, brood (2-4), murder (6-10), or troupe (2-4 plus 10-60 regular ravens)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class

Yakfolk
Large Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: -1 (Dex)
Speed: 20'
AC: 16 (-1 size, -1 Dex, +5 natural, +3 hide)
Attacks: Huge greatsword +6 melee; or gore +6 melee; or Huge composite longbow +1 ranged
Damage: Huge greatsword 2d8+6; or gore 1d8+6; or Huge composite longbow 2d6
Face/Reach: 5'x5'/10'
Special Attacks: Summon dao, possession
Special Qualities: Scent
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 19, Dex 8, Con 15, Int 12, Wis 12, Cha 8
Skills: Intimidate +4, Listen +2, Spot +2, Search +4, Use Magic Device +7
Feats: Cleave, Power Attack
Climate/Terrain: Any mountains
Organization: Solitary, gang (2-5), band (6-9), or tribe (10-80 plus 50% noncombatants plus 1 6th-level cleric per 10 adults, plus 1 8th-level cleric per 40 adults)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
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Summon dao (Sp): Yakfolk can summon a dao twice/day as a full-round action.  The dao will serve the yakfolk until released or until the sun has risen and set twice.
Possession (Sp): Yakfolk have a spell-like ability similar to magic jar which allows them to possess the body of a victim once/day.  The yakfolk must touch the victim to initiate the possession, which takes 20 minutes to take effect.  During this time the victim must be restrained.  They can resist the possession by succeeding at a Will save (DC 11).  If the possession is successful, the duration is 1 hour/character level or until the yakfolk returns to its body.  Unlike the magic jar spell, the yakfolk can return to its body from any distance as long as it is still on the same plane.
Skills: Yakfolk gain a +8 racial bonus to Use Magic Device.

As Characters
Yakfolk are "level +4" characters
+4 Strength, -2 Dexterity, +2 Constitution, -2 Charisma
Large-sized
Base speed: 20'
+5 natural AC from thick fur
Gore attack
Summon dao
Possession (save DC 10 + ½ level + Cha modifier)
Scent
+8 racial bonus to Use Magic Device (can be used untrained)
Automatic Languages: Yakfolk and Common (or Midani).  Bonus Languages: Dwarven, Gnoll, Orcish, Terran
Favored Class: Cleric

Yeti
Large Giant
Hit Dice: 4d8+16 (34 hp)
Initiative: +2 (Dex)
Speed: 40'
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 Claws +7 melee; or fangs +7 melee
Damage: Claw 1d6+5; or fangs 1d4+5
Face/Reach: 5'x5'/10'
Special Attacks: Fearful gaze, improved grab, squeeze 2d8
Special Qualities: Camouflage, cold subtype, darkvision 60', scent
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 21, Dex 14, Con 19, Int 9, Wis 11, Cha 7
Skills: Hide -1*, Listen +4, Move Silently +4, Spot +2, Wilderness Lore +2
Feats: Alertness, Power Attack, Track
Climate/Terrain: Cold hills and mountains
Organization: Solitary or family (2-4 plus 50% noncombatants)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
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Fearful Gaze (Ex): Anyone looking into a yeti's eyes must make a Will save (DC 15) or be paralyzed with fear for 1d3 rounds.  A character surprised by a yeti is automatically considered to have met its gaze.
Improved Grab (Ex): If a yeti hits with its claw attack, it can attempt to get a hold and squeeze its opponent.
Squeeze (Ex): A yeti's fur absorbs heat, doing 2d8 points of cold damage on a successful grapple check.
Camouflage (Ex): Yeti have a +12 racial bonus to Hide checks in snow and ice.
Cold subtype (Ex): Cold immunity; double damage from fire except on a succesful save.

New Undead Templates

The Monster Manual lists templates for vampires, ghosts, and liches, but what about other kinds of undead?  Zombies can be made from any corpse on hand, so why should they all have the same stats?  Ditto for skeletons.  The MM does have stats for small, medium and large humanoid skeletons, but what do you do if you want a crypt to be guarded by a tiger skeleton -- or a pack of skeletal dire rats?

I haven't bothered to convert all of the undead, simply because I think it's more trouble than it's worth.  However, I've made templates for skeletons, zombies, mummies and death knights -- the first two because they are the most common types of undead and the easiest to create; the latter because mummies and death knights, like liches, ghosts, and vampires, have stronger ties to their original identity than other kinds of undead (and because animals can be mummified too).
	The templates below assume that the listings in the MM represent undead created from 1st-level human commoners in the case of medium-sized skeletons and zombies, a 6th-level warrior in the case of the mummy, and a 9th-level paladin in the case of the death knight.

Skeleton
Type: Beasts, Dragons, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Vermin and some Aberrations can be turned into skeletons.  Constructs, Elementals, Fey, Oozes, Plants, worms of any type, other Undead and most Outsiders and Shapechangers cannot.  The type automatically becomes Undead.
Hit Dice: Increase to d12 (no Con modifier)
Initiative: Recalculate based on new Dex and feats.
Speed: Same as in life.  Skeletons of flying creatures may fly as the living creature if specially enchanted with a fly spell at creation.
AC: Skeletons have a natural AC bonus depending on size (see MM listing for details); natural AC of the original animal is lost unless it is from a chitinous exoskeleton.  Dex modifier may change.  A humanoid skeleton may use light or medium armor or a shield if provided by its creator.
Attacks: Base attack bonus stays the same, Str modifier may change.  For number and type of attacks, see below.
Damage: If the creature had claws or other natural weaponry which is part of the skeleton, it retains its original damage values.  If it had no natural weaponry, it gains 2 claws with damage according to size: Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8.  Str modifier may change.  Humanoid skeletons may use any simple or martial melee weapon provided by their creator.
	Note: Some animals' natural weaponry is not actually part of the skeleton and so is not retained in skeletal form.  These include (but are not limited to) cats' claws, deer's antlers, elephants' trunks and most horns.  Beaks, talons, hooves, teeth, tusks, stings, goats' horns and most claws are retained.
Face/Reach: Same as in life
Special Attacks: Constrict, Improved Grab, Rake and Trample are retained if the original creature had them.
Special Qualities: Undead, immunities, darkvision 60'.  All other special qualities are lost.
Saves: By hit dice (Fort and Reflex average, Will good)
Abilities: Str -1, Dex +1, Con --, Int --, Cha +0
Skills: Skeletons lose any skills they had learned in life, but retain natural bonuses to Climb, Jump or Swim skills.
Feats: Skeletons gain Improved Initiative if they don't already have it.  Any feats which could be possessed by an unintelligent animal can be retained as long as the prerequisites are still met.  All others are lost.  Acceptable feats include Dodge, Fly-by Attack, Improved Bull Rush, Improved Unarmed Strike, Lightning Reflexes, Multiattack, Power Attack, Weapon Finesse (natural weaponry), Weapon Focus (natural weaponry)
Challenge Rating: HD/2 
Advancement: --

Zombie
Type: As for Skeleton (see above)
Hit Dice: Increase to d12.  Zombies have a minimum number of HD determined by size (see MM listing for details), and may add bonus HD if necessary to raise to this level.  There is no Con modifier, but all zombies gain +3 hit points from Toughness.
Initiative: Recalculate based on new Dex and feats
Speed: Same as in life
AC: Zombies have a natural AC bonus depending on size (see MM listing for details); natural AC of the original animal is usually retained.  Dex modifier may change.  Humanoid zombies may wear light armor.
Attacks: Base attack bonus stays the same, Str modifier may change.
Damage: Slam damage depending on size: Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.  Str modifier may change.  Creatures with natural weaponry use their original damage values instead.  A humanoid zombie may use any simple melee weapon, but no martial, exotic or missle weapons.
Special Attacks: Constrict, Improved Grab, Rake and Trample are retained if the original creature had them.
Special Qualities: Undead, partial actions only, darkvision 60'.  All other special qualities are lost.
Saves: Fort +0, Ref +0, Will +2
Abilities: Str+1, Dex -3, Con --, Int --, Cha 1
Skills: Zombies lose any skills they had learned in life, but retain natural bonuses to Climb, Jump or Swim skills.
Feats: Zombies gain Toughness if they don't already have it.  Any feats which could be possessed by an unintelligent animal can be retained as long as the prerequisites are still met.  All others are lost.  For a list of acceptable feats, see Skeleton above.
Challenge Rating: HD/4
Advancement: --

Death Knight
Type: Only Humanoids, Monstrous Humanoids and Giants may become Death Knights.
Hit Dice: Increase to d12
Speed: Same as in life
AC: Increases by +2 natural AC
Attacks: Same as original character
Damage: Same as original character
Special Attacks: Spell-like abilities, fear
Special Qualities: Undead, +2 turn resistance
Saves: Same as original character
Abilities: Str +6, Con --, Int +4, Wis+2, Cha +4
Skills: Death knights receive a +8 racial bonus to Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Death knights gain Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will and Power Attack, assuming the original character meets the prerequisites and doesn't already have those feats.
Challenge Rating: HD+2
Alignment: Always chaotic evil
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Spell-like abilities: At will - detect magic, see invisibility, wall of ice; 2/day - dispel magic; 1/day - fireball, power word, blind, power word, kill, power word, stun, symbol of fear, symbol of pain.  These spells are cast as a 20th-level sorcerer.
Fear (Su): A death knight constantly generates fear, as per the spell, in a 5' radius.
A paladin who becomes a death knight retains his special abilities, but most of them are reversed:
	- detect evil becomes detect good
	- instead of curing damage, the death knight can inflict it with a touch attack, or cure damage to undead by laying on hands
	- instead of an aura of courage, an ex-paladin death knight has a stronger aura of fear (10' radius)
	- remove disease becomes contagion
	- turn undead becomes rebuke/command undead
	- the death knight loses his ability to cast spells from the paladin spell list
	- if the paladin has a special mount, it is lost when he becomes a death knight, but he may call a nightmare to replace it after a year and a day
	- other special abilities are unchanged
A cleric of a good deity who becomes a death knight loses favor with that deity and must choose an evil one instead.  He may have to choose new domains and alter his spell list, but he does not lose any of his clerical powers.

Sample Death Knight
Medium-sized Undead
Hit Dice: 9d12 (61 hp)
Initiative: +1 (Dex, +4 Improved Initiative)
Speed: 20' (full plate); base 30'
AC: 23 (+1 Dex, +2 natural, +8 full plate, +2 large shield)
Attacks: Longsword +15/+10 melee
Damage: Longsword 1d8+5
Face/Reach: 5'x5'/5'
Special Attacks: Spell-like abilities, fear
Special Qualities: Undead, SR 22, +2 turn resistance
Saves: Fort +6, Ref +3, Will +8
Abilities: Str 20, Dex 10, Con --, Int 15, Wis 17, Cha 17
Skills: Diplomacy +7, Heal +7, Hide -2*, Intimidate +11, Knowledge (religion) +8, Listen +17, Move Silently -2*, Ride +6, Search +10, Sense Motive +11, Spot +17
Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mounted Combat, Power Attack, Toughness, Weapon Focus (longsword)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
*-10 armor check penalty

Mummy
Type: Animals, Beasts, Dragons, Giants, Humanoids, Magical Beasts and Monstrous Humanoids can be made into mummies.
Hit Dice: Increase to d12.  There is no Con modifier, but all mummies gain +3 hit points from Toughness.
Initiative: Recalculate based on new Dex and feats.
Speed: Original speed is decreased by 10' (5' for mummies of Small size or less).  Mummies may not swim, fly or climb.
AC: Increases by +8 natural AC.  Dex modifier may change.  Mummies never wear armor because it interferes with their funeral wrappings, but they may use shields if they had the shield proficiency in life.
Attacks: Base attack bonus decreases by half.  Str modifier may change.
Damage: Slam damage as for a zombie of the same size, modified by Str (see Zombie template above for details).  A humanoid mummy may use any melee weapon which it was proficient with in life, but no missile weapons.
Special Attacks: Despair, mummy rot.  Spells known in life may be used as long as the ability requirements are still met.  Spells which are lost may not be regained even if abilities increase.
Special Qualities: Undead, resistant to blows, damage reduction 5/+1, fire vulnerability.  Other special qualities may be retained as long as they make sense (DM's discretion).
Saves: Same as base creature.
Abilities: Str +6, Dex -2, Con --, Int -4, Wis +2, Cha +4
Skills: Hide+4, Move Silently +4.  Mummies retain any physical or perceptive skills they had in life, but lose most mental and social skills, including: all Int skills except Search and Spellcraft; all Wis skills except Listen, Spot and Intuit Direction; all Cha skills.  Ability modifiers must be recalculated.
Feats: Mummies gain Alertness and Toughness if they don't already have them.  All other feats except for Item Creation feats are retained as long as the prerequisites are still met.
Challenge Rating: Same as base creature +1
Alignment: Always lawful evil
Advancement: Mummies can increase their HD by up to 3 times, gaining one size level when they exceed twice their initial level.  They may not increase in any character class.

Disclaimer
D&D is a trademark of Wizards of the Coast and is used here without permission.  The material in this document is copyrighted by Matthew Rees.  Permission is granted to copy it, print it, pass it on, alter it, fold staple and mutilate it; just don't try to pass it off as your own.