* p. 83, Angel of Decay: Grapple should be +30, not +35 (+13 BAB, +4 size, +13 Str).
* p. 85, Blaspheme: Flat-footed AC should be 19, not 15 (+9 natural).
* p. 86, Bleakborn: Grapple should be +10, not "-" (+4 BAB, +6 Str).
* p. 87, Blood Amniote: Flat-footed AC should be 21, not 11 (-2 size, +13 natural).
* p. 88, Bloodmote Cloud: Initiative should be +1, not "-" as listed. Touch AC should be 19, not 11 (+8 size, +1 Dex).
* p. 88, Bone Rat Swarm Distraction Fortitude save should be DC 12, not DC 15 (10 + 2 + 0).
* p. 90, Brain in a Jar: Its Fly speed is listed as both "30 ft." and "8 squares." Obviously, that should either be "40 ft. (8 squares)" or "30 ft. (6 squares)." AC should be 15, not 13 (+2 size, +2 Dex, +1 deflection). Touch AC should be 15, not 13. Flat-footed AC should be 13, not 11.
* p. 95, Dire Maggot: AC should be 19, not 16 (+1 size, +2 Dex, +6 natural). Touch AC should be 13, not 10. Flat-footed AC should be 17, not 14. Grapple should be +1, not +15 (+4 BAB, -4 size, +1 Str). Bite attacks should be at +6 melee, not +3 (+4 BAB, +1 size, +1 Str). Bite damage should be 1d8+1, not 1d8+2 (it has a +1 Str bonus). Space should be 5 ft., not 15 ft. Reach should be 5 ft., not 10 ft. There's no Treasure line listed; presumably it's "None." The painting (and the -2 size modifier to AC as listed in the stats) indicate a Huge creature, not a Small one - perhaps the creature was reworked during the course of the book? Also, isn't it odd that a 4-foot-long maggot has a Speed of 40 ft.? I think I'd recommend dropping this down to at least 20 ft. Finally, maggots are larval forms of creatures like flies; what does a dire maggot grow up to be? No answer is provided here.
* p. 96, Dream Vestige: Grapple should be "-" instead of +16 (incorporeal creatures can't grapple). Average hit points should be 144, not 110 (it gets +34 hp from its Desecrating Aura special ability). Tendril attacks should be at +13 melee touch, not +15 (+8 BAB, -2 size, +5 Dex, +2 profane due to Desecrating Aura). Desecrating Aura damage should be 3d6+2, not 3d6 (the +2 profane bonus also applies to damage).
* pp. 106-107, Half-Vampire 1st-Level Gnoll Barbarian: In the Rage stats, AC should be 14, not 16 (-2 to AC due to Rage), and Grapple should read "+7," not "++5/+7." This creature shouldn't have Uncanny Dodge, as that's a feature of 2nd-level barbarians, and he's only 1st level.
* p. 116, Quell: With 5 HD, it should have 2 feats, not 4. Delete Weapon Finesse in any case, as it's an incorporeal creature and incorporeal creatures use their Dexterity modifiers for melee attacks anyway. Make the 3rd feat a bonus feat.
* p. 117, Raiment: HD should be 3d12, not 3d8 (it's undead, and undead have d12s for HD). This means that average hit points should be 19, not 13. Grapple should be +3, not +5 (+1 BAB, -4 size, +4 Improved Grab, +2 Str). Coat sleeve attacks should be at +4 melee, not +6 (+1 BAB, +1 size, +2 Str).
* p. 118, Revived Fossil Megaraptor: Average hit points should be 92, not 118. According to the rule on page 119, its Will save should be +6, not +4 (1/2 the creature's HD + 2, or in this case 4 + 2).
* p. 124, Swarm-Shifter, 13th-Level Mummy King Druid, Sand Swarm Form: With an AC breakdown of "(+8 size, +6 Dex, +10 natural)," AC should be 34, not 30; touch AC should be 24, not 30; and flat-footed AC should be 28, not 25.
* p. 128, Tomb Mote: With HD 3d12, average hit points should be 19, not 13.
* p. 131, Voidwraith: Why does this incorporeal creature have a natural armor bonus, a grapple bonus, and a Strength score, none of which incorporeal creatures are supposed to have? Taking them away, AC should be 17, not 22, and flat-footed AC should be 12, not 17. Also, you can trade in Weapon Finesse for a different feat, since it isn't going to do much for an incorporeal creature. Of course, air elementals aren't incorporeal, so perhaps voidwraiths ("undead manifestations of elemental air") shouldn't be, either - in which case, drop the +2 deflection bonus to AC: AC would be 20, not 22, touch AC would be 15, not 17, and flat-footed AC would be 15, not 17. Whichever way you look at it, this creature needs some major stat-fixing!
* p. 132, Wheep: Grapple should be +15, not +11 (+4 BAB, +11 Str).
* p. 147, Laddy Bristerbuck, male ghost halfling rogue 6: Flat-footed AC should be 19, not 15 (due to Uncanny Dodge). Flat-footed AC against ethereal foes should be 18, not 14 (also due to Uncanny Dodge).
* p. 158, Crocodile Skeleton: No AC values given, just the breakdowns (and one of those is wrong!); it should read "AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12."
* p. 158, Dire Badger Skeleton: Space/Reach line is blank; it should be "5 ft./5 ft."
* p. 160, Athach Skeleton: Since it no longer has the Multiweapon Fighting feat, this creature should probably have a Full Attack line with one morningstar attack (at +13 melee), 2 claw attacks (at +8 melee), and a bite (at +8 melee).
* p. 163, Baanmukh, male fiendish minotaur vampire: Powerful Charge attack should be at +12 melee, not +9 (+6 BAB, -1 size, +7 Str).
* p. 166, Weasel familiar: AC should be 17, not 20 (+2 size, +2 Dex, +3 natural). Flat-footed AC should be 15, not 18. Intelligence should be 8, not 11 (its master is a 5th-level sorcerer), and it shouldn't have the Speak with Animals ability yet.
* p. 170, Gnome Warrior Zombie: Initiative should be -1, not +3.
be 23, not 18 (due to Uncanny Dodge, he retains his +5 Dex modifier even while flat-footed).
Flat-footed AC should be 18, not 15 (due to Uncanny Dodge).
* p. 184, Lieutenant, human rogue 6: Flat-footed AC should be 18, not 14 (due to Uncanny Dodge).
9d4+27, not 9d4+36 (she has a +3 Constitution bonus). As a result, average hit points should be 51, not 60. Speed should be 30 ft. not 20 ft.
13d12+9. Average hit points should be 97, not 90. Missing the feats Alertness, Improved Initiative, and Lightning Reflexes from being an atropal scion. Slam attacks should be at +8 melee, not +9 (+7 BAB, +1 Str).