Here's two more complex NPC foes. The Ogre takes advantage of wizard as a unassociated class with Primordial Giant and Spellwarped to boost its INT, and the Wood Woad simply uses a creature with twice as much HD as its challenge rating along with a warblade dip. Plus I had fun with the feats and the fact that it uses a shield in the monster entry to go full-out shield charger. They're only kitted out with mundane items right now, since you should probably outfit creatures based on party level.
I dont think many other people make full use of them, but I really, really like having thrown weapons on my melee creatures. Brutal Throw is the perfect reverse-Weapon Finesse, and Quick Draw even facilitates iteratives. For one handed weapons, the Trident only loses out on threat range versus the longsword to be throwable, and a shortspear still does 1d6+STR in melee. Throwing axes are great light weapons for throwing, and javelins are great if you have quick draw. Even for two-handed beaters, spears and longspears give versatility and almost everyone is proficient with them. Don't underestimate the extra "reach" throwing weapons give you!
Eldritch Ogre CR 7
Spellwarped Primordial Ogre Abrupt Jaunt Martial Feat Conjurer 5
CE Large Aberration (Augmented Giant)
Init +5; Senses Listen +6, Spot +6, Darkvision 60ft
Languages Common, Giant, Dwarven, Goblin, Orc, Terran
AC 23 touch 10 flat-footed 23
(+7 natural, +6 greater mage armour, +1 dex, -1 size, )
Hp 73 (9 HD)
Fort +10, Ref +4, Will +5
SR 19
Speed 40ft (8 squares), Abrupt Jaunt 4/day
Melee Mwk Greatsword +13 (3d6+10/19-20)
Space 10ft.; Reach 10ft.
Base Atk +5; Grp +16
Atk options Combat Expertise, Arcane Strike, Powerful Charge
Special Actions Invisibility at-will (CL 5th)
Combat Gear Weapons plus Alchemist's Fire, Tanglefoot Bag
Abilities: Str 24, Dex 12, Con 20, Int 19, Wis 10, Cha 8
SQ Aberration Traits, Spell Absorption
Feats Improved Initiative, Practiced Spellcaster, Combat Expertise, Arcane Strike, Powerful Charge, Combat Casting
Skills Concentration +17, Spellcraft +18
Possessions Combat gear plusSpellbook
Spells Per Day (CL 9) 3-Greater Mage Armour*, Shatterfloor, Fireball; 2- Bladeweave, Wraithstrike(2), Fog Cloud; 1- True Strike, Lesser Orb of Acid(2), Magic Missile(2), Silent Image
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5 × the level of the failed spell.
Speed: The spellwarped creature’s base speed increases by a number of feet equal to 5 × the level of the failed spell.Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Guardian Woad CR 5
Wood Woad Warblade 1
N Medium Plant
Init +6; Senses Listen +2, Spot +2
Languages
AC 22 touch 13 flat-footed 19, Block Arrows
(+4 natural, +3 dex, +2 shield, +3 armor) +2 with movement
Hp 87(9HD)
Fort +13, Ref +9, Will +5
Speed 40ft
Melee Mwk Trident +14/+9 (1d8+7)
Melee Mwk Spiked Heavy Shield +14/+9 (1d6+7)
Ranged Mwk Trident +14 (1d8+7)
Space 5ft.; Reach 5ft.
Base Atk +7; Grp +16
Atk options Shield Charge, Shield Slam
Special Actions Wood Warp, Treestride
Combat Gear weapons plus two extra tridents, 2 smokesticks,
Abilities: Str 22, Dex 16, Con 20, Int 6, Wis 14, Cha 4
SQ Plant Traits
Feats Lightning Reflexes, Improved Initiative, Improved Shield Bash, Shield Charge, Shield Slam, Brutal Throw, Block Arrow; Murky-Eyed and Pathetic (Charisma) flaws
Skills Balance +6, Hide +7(11), Climb +15
Possessions Combat gear plusMwk Wood Armour
Martial Manoeuvres (IL 5)
Strikes Flesh Ripper, Bone Crusher, Disarming Strike
Stances Absolute Steel
EDIT: And here's another one. A different application of non-associated class levels.
Forest Troll Cutthroat CR 6
Forest Troll Rogue 5
CE Medium Giant
Init +5; Senses Listen +0, Spot +13, Darkvision 90ft, Low-Light Vision, Scent
Languages Common, Giant
AC 23 touch 15 flat-footed 18
(+5 natural, +5 dex, +3 armor), Dodge, Mobility, Uncanny Dodge
Hp 110 (10HD)
Fort 13, Ref 11, Will 3
Speed 30ft, Climb 20ft, Spring Attack
Melee Mwk Glaive +14/+9 (1d10+9/19-20) plus poison or
Melee Claw +13 (1d6+6) plus poison and
Melee Bite +11 (1d4+3) or
Ranged Mwk Sling +13 (1d6+7)
Space 5ft.; Reach 5ft., Reach
Base Atk +7; Grp +13
Atk options Sneak Attack +3d6, Staggering Strike, Spring Attack, Poison DC22 (1d6 con/1d6 con)
Special Actions Feign Death, Penetrating Strike
Combat Gear weapons plus 20 sling bullets
Abilities: Str 22, Dex 20, Con 24, Int 8, Wis 10, Cha 8
SQ Fast Healing 5
Feats Multiattack, Dodge, Mobility, Spring Attack, Staggering Strike
Skills +10(12) hide, +9 move silently, +10 tumble, +14 climb, +10 balance, Bluff +12
Possessions Combat gear plus Mwk Studded Leather Armour
Staggering Strike(ex): If you deal damage with a melee Sneak Attack, your opponent is Staggered for one round (FortNeg DC =damage dealt). If the target is treated with the Heal skill (DC 15) or any spell that heals at least one hit point, the effect is also removed.
Penetrating Strike(ex): Against an opponent immune to sneak attack damage, you can still deal half sneak attack damage.
Feign Death(ex): As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.
Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your level + your Con modifier) can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.
Varag Raider (Raging) CR 2
Varag Barbarian1/Monk 1
CE Medium Humanoid (Goblinoid)
Init +3; Senses Listen +0, Spot +0; Scent
Languages Goblin
AC 21 touch 15 flat-footed 16
(+4 armour, +2 shield, +3 dex, +2 dodge); Block Arrow, Expeditious Dodge
Hp 39 (5HD)
Fort 7, Ref 9, Will 3
Speed 60ft (12 squares); Run, Spring Attack
Melee +9/+9/+9 mwk shortsword (1d6+8/19-20) or
Ranged +8 mwk sling (1d4+8, 50ft)
Space 5ft.; Reach 5ft.
Base Atk +4; Grp +10
Atk options Pounce, Flurry of Blows
Special Actions Whirling Frenzy 1/day
Combat Gear Mwk Shortsword, Mwk Sling, 20 sling bullets
Abilities: Str 26, Dex 17, Con 16, Int 8, Wis 10, Cha 8
SQ Move Silently: A Varag can always take 10 on Move Silently checks
Feats Run, Spring Attack, Block Arrow, Expeditious Dodge, Mobility
Skills Jump +16, Hide +9, Move Silently +11
Possessions Combat gear plus Chain Shirt, Heavy Wooden Shield with Shield Sheath
ACFs Used: Whirling Frenzy Barbarian, Lion Totem Barbarian, Ghurka Style Monk, Martial Monk, Removal of alignment restrictions