Savage Species: Contents
Chapter 1 (p. 5-8) -- Character Creation Basics -- Defines terms like Character Level, Challenge Rating, Effective Character Level, Level Adjustment, and Starting ECL. Provides step-by-step overview of creating a monster character.
Chapter 2 (p. 9-24) -- Building Monster Characters -- The art and science of building a monster character; breaks monsters into groups such as Introductory (examples: orc, troglodyte, centaur), Intermediate (examples: mephit, ogre mage, troll, hill giant, and templates like half-dragon and half-celestial), and Advanced (examples: dragons, devils, elementals and templates like ghost, lich and vampire) based on how challenging it is going to be to create and balance adventures for them. There are many tables and charts detailing monster name / type / hit dice / level adjustment / starting ECL / skill points for base creature.
Chapter 3 (p. 25-28) -- Monster Classes -- This is what we saw in the WotC exerpt online, plus the theory and practice behind how to build your own monster classes. See Appendix 1 for many samples pre-built.
Chapter 4 (p. 29-40) -- Feats -- I count about 70 new feats; many are "monstrous" but there are plenty of general feats too.
Chapter 5 (p. 41-58) -- Equipment -- Talks about weapon and armor sizes, multiple limbs, new weapons, armor, and special equipment.
Chapter 6 (p. 59-72) -- Spells -- What can I say, lots of spells.
Chapter 7 (p. 73-100) -- Prestige classes -- Emancipated Spawn, Illithid Savant, Master of Flies, Scaled Horror, Siren, Slaad Brooder, Survivor, Sybil, Waverider, Yuan-Ti Cultist.
Chapter 8 (p. 101-104) -- Campaigns -- Presents advice and some campaign models that might feature monstrous PCs.
Chapter 9 (p. 105-110) -- Advancing a Monster -- DM tips for beefing up standard monsters for use against PCs.
Chapter 10 (p. 111-144) -- Templates -- Detailed instructions for applying templates. New templates: feral, gelatinous, ghost brute, incarnate construct, insectile, monstrous beast, multiheaded, mummified, reptilian, spectral, symbiotic, tauric, umbral, wight, winged, wraith, yuan-ti. Rules for applying multiple templates (which one goes first). Notes on templates from the original MM.
Chapter 11 (p. 145-151) -- Becoming a Monster -- Rules for transforming from, say, a human into some monstrous race.
Appendix 1 (p. 152-204) -- Sample Monster Classes -- here dey are!
Air Elemental, Large
Annis Hag
Aranea
Astral Deva
Athach
Avoral
Azer
Barghest
Belker
Centaur
Djinni
Drider
Earth Elemental, Large
Efreeti
Ettercap
Fire Elemental, Large
Fire Giant
Flamebrother Salamander
Flesh Golem
Frost Giant
Ghoul
Green Hag
Griffon
Grig
Hamatula
Harpy
Hound Archon
Imp
Janni
Kyton
Lillend
Magmin
Medusa
Mind Flayer
Mummy
Nixie
Ogre
Ogre Mage
Pixie
Rakshasa
Satyr
Sea Hag
Shadow
Stone Giant
Succubus/Incubus
Treant
Triton
Troll
Trumpet Archon
Umber Hulk
Vrock
Water Elemental
Appendix 2 (p. 205-213) -- Compiled Tables
Appendix 3 (p. 214-222) -- New Creatures -- Anthropomorphic animals; Half-ogre race; desmodu, loxo, thri-kreen from MM II. A quick look at the "revised" thri-kreen stats reveals a) they get Weapon Familiarity (a new D&D 3.5 feature meaning they treat the exotic weapons of their race -- the gythka and the chatkcha -- as martial weapons); b) they get a few more skill points than their MMII counterpart.