This page gives v.3.5 update for selected creatures from Jade Dragons & Hungry Ghosts, by Green Ronin Publishing. See that book for full details on each creature.
CR 4
Always NE Large monstrous humanoid
Aura stench of excreta (10 ft.; Fort DC 15 or be nauseated 1d6+4 rounds)
Init +1; Senses darkvision 60 ft.; Listen +4, Spot +3
Languages Common (debased version), Kurote
AC 14, touch 10, flatfooted 13; Dodge, Mobility (-1 size, +1 Dex, +4 natural)
hp 30 (4 HD)
Immune disease (including magical diseases)
Fort +4, Ref +5, Will +3
Spd 30 ft. (6 squares)
Melee 2 claws +7 (1d6+4 plus defiling touch)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +12
Spell-Like Abilities (CL 4th):
At will--alarm, dancing lights, disguise self, ghost sound (DC 12)
1/day--major image (DC 15)
Str 19, Dex 13, Con 16, Int 14, Wis 8, Cha 10
SQ supreme contortion
Feats Alertness[B], Dodge, Mobility, Power Attack[B]
Skills Climb +20, Escape Artist +17, Hide +4, Listen +4, Move Silently +5, Spot +3
Defiling Touch (Su) Filth fever--Injury (claws); Fortitude DC 15; incubation 1d3 days; 1d3 Dex, 1d3 Con
Stench of Excreta (Su) Those within 10 ft. of a kurote must succeed at a Fortitude save (DC 15) or be nauseated for 1d6+4 minutes. Kurote are immune to this effect. As a full-round action, the kurote may lick itself clean, temporarily removing the stench. To re-initiate it, it must spend a full round in a cesspool or similar place of filth.
Supreme Contortion (Su) A kurote is not limited by the size of its head when making Escape Artist checks to get through a tight space.
Skills A kurote gains a +10 racial modifier to Climb and Escape Artist checks.
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-5)
Treasure: None
Advancement: 5-12 HD (Large)
Level Adjustment: --
CR 1/2
Always CE Small outsider (chaotic, evil)
Init +4; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Abyssal, Celestial, Draconic
AC 17, touch 15, flatfooted 13; Dodge (+1 size, +4 Dex, +2 natural)
hp 5 (1 HD)
Fort +3, Ref +4, Will +1
Spd 40 ft. (8 squares), climb 40 ft.
Melee bite +2 (1d4 plus monkey madness)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
Atk Options monkey madness
Str 11, Dex 18, Con 13, Int 7, Wis 9, Cha 10
Feats Dodge
Skills Hide +12, Listen +3, Move Silently +8, Sleight of Hand +16, Spot +3, Survival +3
Monkey Madness (Su) Anyone touched by a monkey demon must make a Will saving throw (DC 11) or suffer monkey madness for 1d3 rounds. Oni of all kinds are immune to monkey madness. Those who make a successful saving throw are never again affected by monkey madness. Monkey madness makes a victim sit still, dropping all items and rocking to and fro. Victims report that the monkey's touch instills horrible visions of death, hopelessness, and suicide.
Skills Monkey demons gain a +8 racial modifier to all Sleight of Hand checks.
Climate/Terrain: Any forest
Organization: Pair or troupe (3-6)
Treasure: None
Advancement: 2-3 HD (Small)
Level Adjustment: --