Emirikol
Adventurer
All:
Here are two reproduced sample stat blocks for you productive people out there so you don't have to re-type the whole format. Good luck with your submissions to DUNGEON, Living Greyhawk, or whatever!
3.5 Stat Block Samples from the DMG p.85 and Chapter 4 (NPC’s)
Provided to authors by Jay Hafner
NON-PLAYER CHARACTER
Sample NPC Rogue: male, Goblin Rog 5; CR 5 Small humanoid (goblinoid); HD 5d6+5; hp 25; Init +8; Spd 30 ft.; AC 19, touch 15, flat-footed 19; Base Atk +3; Grp –1; Atk +5 melee (1d4/19-20, masterwork dagger) or +9 ranged (1d4/x3, masterwork shortbow); Full Atk +5 melee (1d4/19-20, masterwork dagger) or +9 ranged (1d4/x3, masterwork shortbow); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort +3, Ref +9, Will +2; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 6.
Skills and Feats: Appraise +10, Balance +6, Disable Device +10, Hide +20, Jump +2, Listen +8, Move Silently +12, Open Lock +12, Ride (worg) +8, Search +10, Spot +8, Tumble +12, Use Magic Device +6; Improved Initiative, Shield Proficiency.
Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): This rogue can use the Search skill to locate traps when the task has a DC higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well-hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.
Possessions: Masterwork leather armor, masterwork buckler, masterwork dagger, masterwork shortbow, 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, cloak of resistance +1, 6 potions of cure light wounds, potions of neutralize poison, masterwork thieves’ tools.
CREATURE STAT BLOCK (NORMALLY JUST REFER TO THE MONSTER MANUAL)
Ghouls (3): CR 1; Medium undead; HD 2d12; hp 13, 13, 18; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6 +1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0/+0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5ft./5ft.; SA ghoul fever, paralysis; SQ +2 turn resistance, undead traits; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -; Int 13, Wis 14, Cha 12.
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack (see page 304 of the Monster Manual).
Ghoul Fever (Su): Those hit by a ghouls bite must succeed on a DC 12 Fortitude save or succumb to ghoul fever (incubation period 1 day, damage 1d3 Con and 1d3 Dex). A humanoid who dies of ghoul fever rises as a ghoul at midnight of the next day (see page 118 of the Monster Manual for more information).
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 minutes. Elves are immune to this paralysis.
Undead Traits: Darkvision out to 60 feet. Immunity to poison, magic sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, non-lethal damage, ability drain, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or lower. Not affected by raise dead or reincarnate spells or abilities.
For instant 3.5E formatted stat blocks, Dungeonmaster’s Familiar is a great tool: http://www.paladinpgm.com/dmf
Here are two reproduced sample stat blocks for you productive people out there so you don't have to re-type the whole format. Good luck with your submissions to DUNGEON, Living Greyhawk, or whatever!

3.5 Stat Block Samples from the DMG p.85 and Chapter 4 (NPC’s)
Provided to authors by Jay Hafner
NON-PLAYER CHARACTER
Sample NPC Rogue: male, Goblin Rog 5; CR 5 Small humanoid (goblinoid); HD 5d6+5; hp 25; Init +8; Spd 30 ft.; AC 19, touch 15, flat-footed 19; Base Atk +3; Grp –1; Atk +5 melee (1d4/19-20, masterwork dagger) or +9 ranged (1d4/x3, masterwork shortbow); Full Atk +5 melee (1d4/19-20, masterwork dagger) or +9 ranged (1d4/x3, masterwork shortbow); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort +3, Ref +9, Will +2; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 6.
Skills and Feats: Appraise +10, Balance +6, Disable Device +10, Hide +20, Jump +2, Listen +8, Move Silently +12, Open Lock +12, Ride (worg) +8, Search +10, Spot +8, Tumble +12, Use Magic Device +6; Improved Initiative, Shield Proficiency.
Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): This rogue can use the Search skill to locate traps when the task has a DC higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well-hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.
Possessions: Masterwork leather armor, masterwork buckler, masterwork dagger, masterwork shortbow, 10 normal arrows, 5 cold iron arrows, 5 silvered arrows, cloak of resistance +1, 6 potions of cure light wounds, potions of neutralize poison, masterwork thieves’ tools.
CREATURE STAT BLOCK (NORMALLY JUST REFER TO THE MONSTER MANUAL)
Ghouls (3): CR 1; Medium undead; HD 2d12; hp 13, 13, 18; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6 +1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0/+0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5ft./5ft.; SA ghoul fever, paralysis; SQ +2 turn resistance, undead traits; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -; Int 13, Wis 14, Cha 12.
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack (see page 304 of the Monster Manual).
Ghoul Fever (Su): Those hit by a ghouls bite must succeed on a DC 12 Fortitude save or succumb to ghoul fever (incubation period 1 day, damage 1d3 Con and 1d3 Dex). A humanoid who dies of ghoul fever rises as a ghoul at midnight of the next day (see page 118 of the Monster Manual for more information).
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 minutes. Elves are immune to this paralysis.
Undead Traits: Darkvision out to 60 feet. Immunity to poison, magic sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, non-lethal damage, ability drain, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or lower. Not affected by raise dead or reincarnate spells or abilities.
For instant 3.5E formatted stat blocks, Dungeonmaster’s Familiar is a great tool: http://www.paladinpgm.com/dmf