So, back to work…throwing out some additional template-ideas. feedback welcome. here we go
Agile
Agile monsters have higher than normal attribute scores in Dexterity. Roll 1d4 to determine each individual’s DEX-bonus and apply it to Armor Class and all DEX-based checks, rolls, and saves. This adjustment is worth one asterisk for a +1 or +2 bonus or two asterisks for a +3 or +4 bonus. Many thief monsters are agile.
Caster
A monstrous caster (usually an intelligent humanoid) has the spell casting power of a cleric, druid, shaman, sorcerer, or wizard (or whatever), with a level equal to the monster’s level. This adjustment is worth one asterisk per two spell levels that can be cast.
Genius
Genuises usually have higher than normal attribute scores in Intelligence or Wisdom. Roll 1d4 to determine each individual’s attribute bonus and apply it to the number of spells the monster can cast and to all INT- or WIS-based checks, rolls, and saves. This adjustment is worth one asterisk for a +1 or +2 bonus or two asterisks for a +3 or +4 bonus. Many caster monsters are genius (INT for arcane casters, WIS for divine casters) which also means, that they are able to asst/prepare additional spells because of an INT/WIS bonus.
Feral
A feral monster adds +10 to its speed. Feral usually have higher than normal attribute scores in Strength. Roll 1d4 to determine each individual’s STR-bonus and apply it to all STR-based checks, rolls, and saves. This adjustment is worth one asterisk for a +1 or +2 bonus or two asterisks for a +3 or +4 bonus.
Mighty
A mighty monster is a very strong and tough individual. Mighty monsters use d10 for their hit die (instead of d8). This adjustment is worth no additional asterisks. A mighty monster is worth 125% its XP.
Thief
A monstrous thief has the backstab and thievery powers of a thief with a level equal to the monster’s level. This adjustment is worth one asterisk.
Tough
Tough monsters usually have higher than normal attribute scores in Constitution. Roll 1d4 to determine each individual’s CON-bonus and apply this modifier to each roll of a monster’s hit die and to all CON-based checks, rolls, and saves. This adjustment is worth one asterisk for a +1 or +2 bonus or two asterisks for a +3 or +4 bonus.
Weak
A weak monster is a sickly individual. Weak monsters use d6 for their hit die (instead of d8). This adjustment is worth no additional asterisks. A weak monster is worth 75% its XP.