My tabletop group has been traditionally, how shall we put this lightly, pretty power-gamey? Not completely bored with doing plots or exploring dungeons, but still, it's more about gaming than it is about role-playing. Which is fine. But it leads to some pretty weird little character concepts.
I think our first monster PC was me, actually, unless you count the drow and deep gnome the other two were playing. It was an evil campaign, and the DM had decided to open up some monster races for kicks.
When I saw what the others were playing, I'm like "hm, underdark..." I love the drow, but there's one race of creatures, just one I love even more...
Yep, I played a mind flayer. A mind flayer
monk to be exact. We paid a homeless man for all his hair and made a fake giant beard out of it, so he'd blend in a bit better above ground.
Currently we're doing a high-level game, myself DMing, and the guy who ran the evil game is getting back at me, I guess. Half-Dragon Minotaur (what can I say, how can I not approve a giant bull-man with wings? It's like, straight Satan!) with a spiked-chain (20 foot reach), not to mention Whirlwind Attack, Combat Reflexes, Knockdown (from S&F, I think... allows you to make a trip attempt if you deal at least ten damage)... Now, if 2d4+obscene amounts of damage doesn't kill that barrage of enemies, the AoO's when they try to stand back up will!
Of course, he has the glass jaw feature -- fairly soft on hps, terrible saves. Great against hordes of weaker enemies, but tends to fall pretty quickly when fighting anything big (although he will get in some good damage in the process.) Which is kind of unfortunate, because due to his massive Str et cetera, the whole party thinks of him as the one who should be stepping up and taking on the big guy in combats... When in reality, that's what the Paladin's pet dragon is for.