OK, Level Adjustments…
First of all, rather than repost them all, 4 of the monsters I need LA’s for were posted above (queries #19, 21, 27, 29).
Besides them, there are 5 more, as follows:
32.
Large Giant
Hit Dice: 8d8+48 (84 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d6+7) or greatclub +12 melee (2d8+10)
Full Attack: 2 claws +12 melee (1d6+7) or greatclub +12/+7 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+10
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +13, Ref +3, Will +3
Abilities: Str 24, Dex 12, Con 22, Int 6, Wis 9, Cha 10
Skills: Climb+10, Listen +5, Spot +5
Feats: Alertness, Iron Will, Weapon Focus (greatclub)
Environment: Any hills, mountains, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +?
TROLLs are the result of a union between a standard troll and a hill giant. They retain the trollish physiology in most respects, but TROLLs have blunt teeth like their hill giant parents and thus do not bite in combat. Their lumpy skin is a mottled reddish brown. TROLLs stand over 10-ft. tall, and are occasionally found ruling a clan of normal trolls. This is one of the few
times that a male might be found in the role of clan chieftain.
TROLLs are often found wielding huge greatclubs instead of relying upon their claws in battle, but a TROLL without a weapon has no problem reverting to type.
COMBAT
Rend (Ex): If a TROLL hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a TROLL.
If a TROLL loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
33.
Medium Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/+2
Attack: Stone club +2 melee (1d10+2)
Full Attack: Stone club +2 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 10/cold iron, low-light vision, spell-like abilities, stonecunning
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 10, Cha 8
Skills: Appraise +2, Craft (stoneworking) +2, Listen +2, Spot +2
Feats: Power Attack
Environment: Any hill, mountains, and underground
Organization: Gang (2-4), band (6-11) or tribe (20-80)
Challenge Rating: 1
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +?
Said by some scholars to be the ancient ancestors of dwarves, FEYs are fey that bear a strong affinity with the earth. They appear to be dwarves composed of natural stone, and their voices grate like stone on stone. They can commonly be found in remote mountain areas, where they tend to their own sylvan glades of rock and stone.
FEYs speak Sylvan, Common and Dwarven.
Combat
Spell-like Abilities: 3/day—meld into stone, stone shape. Caster level 9th.
Stonecunning (Ex): This ability grants a FEY a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A FEY who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a FEY can use the Search skill to find stonework traps as a rogue can. A FEY can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Skills: A FEY has a +2 racial bonus on Appraise, Craft, and Profession checks that relate to stone or metal.
34.
Medium Humanoid (Cold, Dwarf)
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 13 (-1 Dex, +3 leather armour, +1 light shield)
Base Attack/Grapple: +0/-4
Attack: Battleaxe +0 melee (1d8/x3)
Full Attack: Battleaxe +0 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60-ft., immunity to cold, stonecunning, vulnerability to fire
Saves: Fort +6, Ref -1, Will +0
Abilities: Str 10, Dex 8, Con 14, Int 11, Wis 11, Cha 8
Skills: Craft (metalworking) +2, Spot +2, Survival +2*
Feats: Great Fortitude
Environment: Any cold land and underground
Organization: Solitary (sometimes accompanied by dwarves)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: ?
The DWARF are a race of dwarves bonded with elemental cold. They inhabit arctic regions, being mostly immune to the environmental hazards. Although far from cruel, the DWARF are aloof and seldom concerned with the plight of others. When they contact other races, it is usually to exchange their worked goods for raw materials that fare poorly in colder climates.
DWARF look like dwarves with pale blue skin, white hair and beards. Their eyes have small pupils and light irises, usually pale green or grey in colour. DWARF dress is fashioned to blend in with the environment rather than provide warmth and members of other races find it slightly disconcerting to see them comfortable in light clothing under frigid conditions. DWARF favour light armour because snow often slows their travel and they already move slower than many other humanoid races.
DWARF build underground fortresses as do the more common dwarven subraces. Most others find little comfort in these strongholds, however, whose builders use ice as readily as rock. Although as skilled as most other races, DWARF do not have the dwarven affinity and love for craft.
Druids have a special role in DWARF society and groups of them make most important decisions. Unlike the druids of most races, who live away from large settlements, DWARF druids have a great deal of influence over how and where DWARF communities are built. As a result, these tend to remain small and hidden, having very little impact on the wilderness around them, befriended by the druids, the few animals able to withstand the arctic clime wander freely through DWARF communities. Travellers unfamiliar with the arctic can easily pass within a few hundred feet of an DWARF village without noticing its presence.
Combat
DWARF depend on their isolation to protect them from most threats. Most avoid combat if possible. If a particularly dangerous monster menaces their community, they typically rely on magic or befriended animals to drive the threat away. Since DWARF are immune to cold, their settlement defences typically involve frigid water. Arctic rivers offer ready escape routes while threatening would-be invaders with slow death by freezing.
If they must fight, DWARF form organised and disciplined groups, usually fighting delaying actions until spellcasters can arrive to turn the environment against their attackers.
Stonecunning (Ex): This ability grants an DWARF a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An DWARF who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an DWARF can use the Search skill to find stonework traps as a rogue can. An DWARF can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
An DWARF can also use this ability on ice as easily as it can on stone.
Skills: An DWARF has a +4 racial bonus on Survival checks in arctic and underground areas.
35.
Small Fey
Hit Dice: 2d6+2 (9 hp)
Initiative: +2
Speed: 20-ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-2
Attack: Shortspear +3 melee (1d4+1) or sling +4 ranged (1d3)
Full Attack: Shortspear +3 melee (1d4+1) or sling +4 ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 13, Dex 14, Con 12, Int 13, Wis 10, Cha 5
Skills: Craft (any one) +4, Hide +11, Listen +4, Move Silently+11, Perform (dance) +5, Perform (melody) +5, Perform (one other) +5, Sleight of Hand +5, Spot +3
Feats: Far Shot B, Point Blank Shot
Environment: Temperate hills and forest
Organization: Scouting gang (2-5) or band (20-40)
Challenge Rating: 4
Treasure: Double coins; double goods; standard items
Alignment: Usually neutral or neutral evil
Advancement: 3-4 HD (Small)
Level Adjustment: +X
FEYs are ugly, sharp-featured little horrors. They look reasonably innocuous, if vicious, but when threatened they can grow into even more horrific, warped-looking things (using enlarge, stoneskin and cause fear - see below). They usually live on rocky, coastal hills, which they fill with treasure robbed from mortal victims.
Combat
Unlike those of most fey, FEYs' spell-like abilities are quite combat-orientated. Despite this, they are bullies and bandits rather than warriors, preferring to either fight from a distance with slings enhanced by flame arrow, or entangle their foes with a web and then put them to sleep. Their genuinely frightening appearance, enhanced by judicious use of cause fear, means that most enemies try to avoid engaging them in direct combat anyway.
Spell-Like Abilities: At will—cause fear (DC 8), dancing lights, flame arrow, sleep (DC 8), web (DC 9). 3/day—enlarge person (DC 8), keen edge, stoneskin. Caster level 10th. The save DCs are Charisma-based.
36.
Medium Humanoid
Hit Dice: 3d8 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +2/+5
Attack: Kama +5 melee (1d6+3) or claw +5 melee (1d4+3)
Full Attack: 2 kamas +5 melee (1d6+3) or kama +5 melee (1d6+3) and claw +5 melee (1d4+3) or 2 claws +5 melee (1d4+3) and bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Natural ambidexterity
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 10
Skills: Balance +4, Climb +4, Hide +4, Jump, +4, Listen +2, Spot +2, Tumble +4
Feats: Exotic Weapon Proficiency (kama), Multiattack
Environment: Any land and underground
Organization: Solitary or gang (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -
CATMAN are exceptionally strong and agile hunters, humanoid in shape, but with the instincts, appearance and ferocity of predatory cats. An uneasy and dangerous mix of these two different forms of life, CATMAN are covered with a leathery hide brightly colored and spotted like a leopard and they will prey upon any warm-blooded creature that offers enough flesh for a meal. Yet they also go about on two legs, are clearly intelligent and have hands that can grasp weapons and tools (albeit with short, sharp retractable claws on the undersides of their fingers).
Whenever they come into contact with settled races, CATMAN are a menace. They are more than a match for anyone they catch alone and unwary, such as travelers, stragglers, outcasts and farmers at the edges of their fields. They use their agility to leap from cover, they are relentless and remorseless predators when hungry.
Settled peoples therefore understand them as a threat and try to hunt them down. Because of their intelligence, their heightened feline senses and their capacity for stealth, CATMAN are also employed
as trackers and hunters themselves. They prefer to work alone as bounty hunters, but they have been known to allow themselves to serve in a subordinate position.
CATMAN are largely solitary and always hunt alone. In fact, they are so solitary that they do not seem to breed very much, for their population density never gets very high wherever they occur, which is fortunate for other intelligent races who share the same territory.
CATMAN speak a primitive language of their own, but they can be taught to understand rudimentary Common.
Combat
CATMAN prefer to use compact slashing weapons like kamas and sickles, which allow them to strike in short motions while retaining the freedom of motion to bite as well. They are ambidextrous and cannot only fight with either hand, but they can also wield weapons in both hands at once. If they break or drop their melee weapons, they will unsheathe their claws and strike with them.
Natural Ambidexterity (Ex): A CATMAN can strike as naturally with a weapon in each hand as it can with both claws. A CATMAN suffers no penalty for fighting with multiple natural weapons, as if all attacks were primary weapons. A CATMAN also suffers no penalty for fighting with a combination of manufactured weapons and claws (but not its bite).
Pounce (Ex): If a CATMAN charges a foe, it can make a full attack.