BOZ
Creature Cataloguer
It’s good to save your work – that has saved me at lot of work many times. 
#17
I remember something like that as well, but I don’t recall from what. If you don’t know, I can ask around. I’m glad I asked.
Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height.
or give it Ability Focus, to make it DC 13.
some of the description needs to be made into flavor text, I think. How about this for a rewrite:
An THING's flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the THING is hit with an unarmed attack. As a move-equivalent action, an THING can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 11?). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.
Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based.
Maybe I can change that “reduced potency” part?
any reason why the CR should go up to 2? I agree with the LA.
This text seems a bit weird, doesn’t it:
The long barbed tongues of the THING can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points. A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell.
Should this be a SQ?
The amphibian eyes of the THING allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, reflected in a one-half cover bonus to the THING.
#18
yes, that it is, and I intend to make it usable.
it definitely needs reworking on some aspects though.
Bone Theft (Su): Upon a successful critical hit with any of its attacks, a THING can magically absorb a bone from one of its victim's arms or legs (determine randomly which appendage is affected). A Fortitude save (DC 14) resists this bone theft. The loss of a bone renders the limb useless. The victim suffers a - 4 circumstance penalty to his effective Strength and Dexterity scores in appropriate situations, such as combat. His movement is reduced by 75% if a leg is affected. If an arm is affected, the victim faces a 50% spell failure chance for any spell with a somatic component. The bone is permanently lost, but powerful magic such as regenerate can restore the victim's limb. For each bone stolen, the THINGs natural AC bonus increases from its base 0 by +1 (to a maximum of+5) after 1d4 rounds, as the stolen bone forms new bony plating and spurs on the THINGs body. No victim can be affected by bone theft more than once per day, and the THING loses 1 point of this natural bonus per day.

#17
Knight Otu said:Leap ability is meaningless in 3.5. I seem to remember a leap ability somewhere that allowed running jump distance with a standing jump?
I remember something like that as well, but I don’t recall from what. If you don’t know, I can ask around. I’m glad I asked.
Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height.
Knight Otu said:Poison DC should be 11, unless we give it a racial bonus.
or give it Ability Focus, to make it DC 13.

some of the description needs to be made into flavor text, I think. How about this for a rewrite:
An THING's flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the THING is hit with an unarmed attack. As a move-equivalent action, an THING can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 11?). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.
Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based.
Maybe I can change that “reduced potency” part?
Knight Otu said:CR 2, LA +1?
any reason why the CR should go up to 2? I agree with the LA.
This text seems a bit weird, doesn’t it:
The long barbed tongues of the THING can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points. A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell.
Should this be a SQ?
The amphibian eyes of the THING allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, reflected in a one-half cover bonus to the THING.
#18
Knight Otu said:Odd indeed... but might be usable...
yes, that it is, and I intend to make it usable.

Bone Theft (Su): Upon a successful critical hit with any of its attacks, a THING can magically absorb a bone from one of its victim's arms or legs (determine randomly which appendage is affected). A Fortitude save (DC 14) resists this bone theft. The loss of a bone renders the limb useless. The victim suffers a - 4 circumstance penalty to his effective Strength and Dexterity scores in appropriate situations, such as combat. His movement is reduced by 75% if a leg is affected. If an arm is affected, the victim faces a 50% spell failure chance for any spell with a somatic component. The bone is permanently lost, but powerful magic such as regenerate can restore the victim's limb. For each bone stolen, the THINGs natural AC bonus increases from its base 0 by +1 (to a maximum of+5) after 1d4 rounds, as the stolen bone forms new bony plating and spurs on the THINGs body. No victim can be affected by bone theft more than once per day, and the THING loses 1 point of this natural bonus per day.