+2 HD
+2 Natural armor
Hardness based on the (improved) HD: ranges from 2 at lower levels up to 20 or 30 by level 20.
Enhancement bonus to attack and damage rolls (similar to Greater Magic Weapon)
Resistance bonus to all saves (as above, but for saves and its resistance)
+2 to all ability scores
One or more special abilities from the list below. Starts at 1 ability, increases at higher levels up to 4 some time shortly after level 20. Save DCs are 10 + 1/2 level + ability modifier, Con-based for Ex abilities and Cha-based for Su abilities.
Mortar (Ex): As a swift action, make a ranged attack as if using a grenade-like weapon (no range increment), targeting an intersection within medium range (100 ft + 10 ft./level) but at least 60 feet away from you. Creatures within a 5' radius of the explosion take 1d6 fire damage per level, Reflex half.
In addition, you gain a +2 deflection bonus to AC against ranged attacks.
Nightmarish (Su): 1/round as a free action after making a damaging melee attack, all opponents damaged by the attack must make a Will save or be frightened for 1 round, then shaken for 1d4 rounds afterwards. Creatures that succeed on the save are still shaken for 1 round. This is a mind-affecting fear effect.
In addition, you gain a +4 bonus on all saves against fear effects.
Waller (Su): You can cast wall of stone as a swift action once per round, except that it has a duration of 1d4 rounds instead of instantaneous.
In addition, your hardness increases by 2.
Knockback (Ex): 1/round as a free action after making a damaging melee attack, all opponents damaged by the attack must make a Fort save or be pushed directly away from you 4d6x5 feet, landing prone. Creatures that hit a solid object stop their movement there, but take an additional 1d6/3 levels damage. This forced movement provokes attacks of opportunity as normal, except from you.
In addition, you gain stability (as the Dwarf racial trait).
Vortex (Su): Once per round as a swift action, you can pull a distant opponent towards you. A target within medium range (100 ft + 10 ft/level) must make a Reflex save or be forcibly moved directly towards you, stopping adjacent to your space. Creatures that hit a solid object stop their movement there. This forced movement provokes attacks of opportunity as normal, except from you.
In addition, (NYI: something small but appropriate).
Teleporter (Su): Once per round as a swift action, you can teleport to any space within line of sight and within medium range (100 ft + 10 ft/level), as per the greater teleport spell. If you have not used this ability since the beginning of your previous turn, and it is the first action you take during your turn, you can take the remainder of your actions, as normal. Otherwise, your remaining actions are lost after teleporting, as per the dimension door spell.
In addition, you gain a +4 bonus on saves against teleportation spells and effects.
To do:
Illusionist
Plagued
Desecrater
Arcane
Jailer
Missile Dampening (probably not)
Shielding (Timeless Body as a swift action once every 1d4 rounds)
Invulnerable Minions (dunno how)
Horde (probably just Leadership minus the cohorts)
Molten
Frozen
Fast
Extra Health (it's only extra HP, so might not; otherwise, maybe maximum HD and bonuses on saves?)
Vampiric
Lightning Enchanted (or whatever it's called now)
Champion-only abilities:
Fire Chains
Avenger
Health Link
D2 abilities (that aren't already represented):
Aura Enchanted
Magic Resistant
Stone Skin
Spectral Hit
+2 to +5 CR, based on level/abilities granted
LA --