A couple of example critters:
DEMON ANNIS
Large Outsider (Chaotic, Evil)
Hit Dice: 7d8+21 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 5/cold iron and bludgeoning, darkvision 60 ft., spell
resistance 19, acid, cold and fire resistance 10, immune to poison and electricity, telepathy (100 ft. range)
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 16, Int 13, Wis 13, Cha 12
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +5,
Intimidate +3, Listen +10, Spot +10
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4
evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +7
A demon annis commonly uses its disguise self ability to take the form of an exceptionally tall human, a fair giant, or an ogre. A demon annis stands some 8 feet tall and weighs about 325 pounds.
Combat
Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.
Improved Grab (Ex): To use this ability, a demon annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. A demon annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): A demon annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Aligned Weapons (Su): The demon annis’s natural attacks count as chaotic and evil for purposes of overcoming damage reduction.
Spell-Like Abilities: At will: detect thoughts, disguise self, fog cloud, greater teleport. Caster level 8th.
DEMON OGRE
Large Outsider (chaotic, evil)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 19 (–1 size, +1 Dex, +6 natural, +3 hide armor), touch 10, flat-footed 16
Base Attack/Grapple: +4/+15
Attack: Greatclub +12 melee (2d8+10) or javelin +3 ranged (1d8+7)
Full Attack: Greatclub +12 melee (2d8+10) or javelin +3 ranged (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Aligned Weapons
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., low-light vision, spell resistance 14, acid, cold and fire resistance 10, immune to poison and electricity, telepathy (100 ft).
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 25, Dex 12, Con 19, Int 8, Wis 12, Cha 9
Ability scores: 67, should be 85; add 18, increase CR by another +1
+4 to Str, +4 to Dex, +4 to Con, +2 to Int, +2 to Wis, +2 to Cha
Skills: Climb +6, Listen +3, Spot +3
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills (Merrow: Temperate aquatic)
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
Demon ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown.
Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Demon Ogres speak Giant and Abyssal, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Like their prime material cousins, Demon Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Aligned Weapons (Su): Weapons used by the demon ogre count as chaotic and evil for the purpose of overcoming damage resistance.
Spell-like abilities: At will: scare, darkness, 1/day- telekinesis Caster level 5th. Save DC 9+spell level.
DEMON MERROW
These cousins of the demon ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found
only in aquatic environments.
Instead of the typical demon ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).