Though we can't post the monster of legend template, maybe the epic template (which Trainz and I worked on) will help. Here's my version (I've tinkered with it a bit- feel free to adjust!)
Epic Template:
Type: Creature becomes epic (epic outsider, epic humanoid, etc.)
Hit Points: add 100 + base hit points
Initiative: increase by +10 (+5 dex, +5 insight)
Speed: Double all movement rates
AC: increase by +15 (+5 dex, +5 insight, +5 natural armor), touch and flat footed by +10
Base Attack/Grapple: no change/+5 insight, +5 strength
Attack: increase attacks and damage by +15 (+5 strength, +10 luck)
Full attack: increase attacks and damage by +15 (+5 strength, +10 luck)
(for ease of calculation, do not multiply strength damage by 1/2 for off hand attacks, or by 1 1/2 strength damage for two handed attacks)
Special attacks: +10 insight bonus on saving throw DCs, special attacks do double damage.
Special qualities: Base creature plus DR 5/epic, spell resistance equals base creature CR plus 15 or use base SR +10 (whichever is greater), fast healing 5, elemental resistance 5 (all elements).
Spell-like abilities: +10 insight bonus to caster level, add +10 to Saving Throw DC’s (+5 insight, +5 due to higher ability scores). Creature gains additional spells (see below). Creatures without a caster level use their hit dice +10.
Saves: Add 10 to all saves (+5 luck, +5 from ability modifiers)
Abilities: Add 10 to all ability scores. (Don't recalculate other values that are based on ability scores).
Skills: +10 to all skills (+5 insight, +5 due to ability modifiers)
Feats: Creature gains three of the following (asterisked feats (*) may be taken more than once- see feat descriptions): Automatic Quicken Spell*, Automatic Quicken Spell-like Ability*, Combat Reflexes, Dire Charge, Dodge (Mobility, Spring Attack), Power Attack (Cleave, Great Cleave). Ignore feat pre-requisites, except that feats in the Dodge and Power Attack chains must be taken in order.
Challenge Rating: Base creature +10
Spell-like abilities: The creature gains 3 spell-like abilities of up to 8th level, usable at will if of 6th level or less, or 3/day if of level 7 or 1/day if level 8. The total levels of these abilities cannot exceed 10+HD. For example, a 1 HD epic creature might have greater dispel magic (6), fly (3) and detect invisible (2) for a total of 11 spell levels.
Choose these spells to cover tactical or strategic weaknesses of the epic creature. Most spells will be related to information, mobility or protection. Common spells include:
8th level: dimensional lock, discern location, iron body, mind blank, prismatic wall
7th level: greater scrying, greater teleport, phase door, project image, spell turning, statue
6th level: antimagic field, greater dispel magic, mislead, repulsion, wall of iron
5th level: prying eyes, teleport, true seeing, wall of force, wall of stone
4th level: dimension door, dimensional anchor, greater invisibility, polymorph, solid fog, stoneskin, wall of ice, wall of fire
3rd level: blink, dispel magic, displacement, fly, nondetection
2nd level: alter self, blur, detect invisibility, invisibility, silence
1st level: deathwatch, disguise self, feather fall, obscuring mist
Note regarding special qualities: If a creature already has Damage Resistance, add epic to what is needed to overcome it, but do not otherwise change it. If they have fast healing, increase its value by 5. If they have energy resistance, increase the resistance by 5. If they summon creatures, they summon three times as many at +50% chance of success: this counts as a spell 5 levels higher.
Example:
Epic Succubus
Medium Epic Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+6+133 hp (166 hp)
Initiative: +11
Speed: 60 ft. (12 squares), fly 100 ft. (average)
Armor Class: 35 (+6 Dex, +5 insight, +14 natural), touch 21, flat-footed 29
Base Attack/Grapple: +6/+17
Attack: Claw +22 melee (1d6+16)
Full Attack: 2 claws +22 melee (1d6+16)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/epic-cold iron or epic-good, darkvision 60 ft., fast healing 5, immunity to electricity and poison, resistance to acid 15, cold 15, and fire 15, resistance to sonics 5, spell resistance 28, telepathy 100 ft., tongues
Saves: Fort +16, Ref +16, Will +17
Abilities: Str 23, Dex 23, Con 23, Int 26, Wis 24, Cha 36
Skills: Bluff +29, Concentration +20, Diplomacy +22, Disguise +27* (+29 acting), Escape Artist +20, Hide +20, Intimidate +29, Knowledge (any one) +22, Listen +29, Move Silently +20, Search +22, Spot +29, Survival +12 (+14 following tracks), Use Rope +12 (+13 with bindings)
Feats: Automatic Quicken spell-like ability (x3) (Charm Monster, Suggestion, Greater Teleport), Dodge, Mobility, Persuasive
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: -
A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Common Succubi are not warriors, and neither are their epic versions. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Epic succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon. A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned epic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity.
The epic succubus’s kiss or embrace bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 31 Will save to negate the effect of the suggestion. The DC is 31 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—quickened charm monster (DC 32), detect good, detect thoughts (DC 30), ethereal jaunt (self plus 50 pounds of objects only), greater dispel magic, greater invisibility, polymorph (humanoid form only, self only, no limit on duration), repulsion (DC 34), quickened suggestion (DC 31), quickened greater teleport (self plus 50 pounds of objects only). Caster level 22nd. The save DCs are Charisma-based. Only one quickened spell-like ability can be used per round, though it may be used a second time as a standard action.
Summon Demon (Sp): Once per day an epic succubus can attempt to summon 3 vrocks with a 80% chance of success. This ability is the equivalent of a 8th-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 22nd). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.