BUGBEAR
+4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Medium size.
A bugbear’s base land speed is 30'.
Darkvision out to 60'.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x  (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Level adjustment +1.

CENTAUR
+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10'/5'.
A centaur’s base land speed is 50'.
Darkvision out to 60'.
Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x  (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
+3 natural armor bonus.
Level adjustment +2.

Ability scores modified: STR +6, DEX +2, CON +2, INT -2, CHA -2

Level Adjustment: +2

Darkvision: Centaurs possess Darkvision of up to 60'.

Large size, Base Speed 50'

Natural armor: +2 racial bonus to AC due to thick hide.

Natural attacks: Centaurs can attack with with both their front hooves. Each hoof causes 1d6 damage plus 1/2 STR modifier.\

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DERRO
Small Monstrous Humanoid
Hit Dice:	3d8+3 (16 hp)
Initiative:	+6
Speed:		20'
Defense:	19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
BAB/Grapple:	+3/-1
Attack:		Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)
Full Attack:	Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)
Space/Reach:	5'/5'
SA:		Poison use, spell-like abilities, sneak attack +1d6
SQ:		Madness, spell resistance 15, vulnerability to sunlight
Saves:		Fort +2, Ref +5, Will +6
Abilities:	Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills:		Bluff +5, Hide +10, Listen +1, Move Silently +8
Feats:		Blind-Fight, Improved Initiative
CR:		3
Advancement:	By character class
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. *The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like a sneak attack and subject to the same limitations.
Spell-Like Abilities: At will-darkness, ghost sound; 1/day- daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.

DOPPELGANGER
Medium Monstrous Humanoid (Shapechanger)
- +2 Strength, +2, Dexterity, +2 Constitutiion, +2 Intelligence, +4 Wisdom, +2 Charisma.
-Medium size.
-A doppelganger’s base land speed iss 30'.
-Darkvision: Doppelgangers can see in the ddark up to 60'.
-Racial Hit Dice: A doppelganger begins witth four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
-Racial Skills: A doppelganger’s monnstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.
-Racial Feats: A doppelganger’s monsstrous humanoid levels give it two feats.
- +4 natural armor bonus.
- +4 racial bonus on Bluff and Disguise cheecks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
-Special Attacks (see above): Detect thoughhts.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
-Special Qualities (see above): Change shappe, immunity to sleep and charm effects.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
-Level adjustment +4.