Achaierai
Innards (x3), Hide (x1)
With the innard's you can basically make stink bombs. You can throw them up to a range of 50ft releasing a Black Cloud, immitating the Achaierai ability of the same name. Rating: 3
Those other than you within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.
Allip (CR 3)
Ectoplasm (x3)
Coating the ectoplasm on a weapon gives it the following traits: can pass through (ignore) natural armor, armor, and shields (although deflection bonuses and force effects (such as mage armor) work normally against it) as if it were incorporeal, inflicts 1d4 Wisdom drain and the wielder gains 5 hit points with every succesful strike. The wield may choose to make the sword corporeal thereby turning of all other effects. When corporeal, the ectoplasm acts as an hallucinogenic poison; with each succesful strike a sane creature must make DC 16 Fort save or be affected as though by a hypnotism spell. Rating: 7
Ankheg
Innards (x2), Antennae (x2), Mandibles (x2), Carapace (x1)
Properly treated, an Ankheg's innards can squirt acid once every six hours. Misproperly treated (Failed Craft check), they can only do so once. 30-ft. line, damage 4d4 acid, Reflex DC 14 half. Rating: 3
The antennae, once properly treated, will vibrate when anything approaches within 60-ft (As if it had Tremorsense) and stop vibrating at 5-ft. Rating: 2
The mandibles, properly crafted, can make serviceable scimitars that can easily cut through non-living, non-metal material such as stone. Rating: 4
The carapace can be crafted in a breastplate that is exactly like a regular breastplate except it has an Armor Bonus of 9. Rating: 4
Aranea
Innards (x1), Brain (x1), Fangs (x2)
Special: Since an Aranea does not revert to its normal form upon death, if it's in its humanoid form only its brain can be harvested.
The Innards, when properly treated, the Aranea's Web attack, 6 times per day as described. When misproperly treated, it can only do it six times ever. Rating: 3
Web (Ex)
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
The fangs can be crafted into serviceable daggers. The daggers are poisoned; Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Rating: 4
Arrowhawk (CR 3, 5, 8)
Beak (x1), Wings (x1)
Special: Arrowhawks come in Juvenile (Small), Adult (Medium) and Elder (Large). The corpse must be of one a size category larger then the one using it for the Wings to be of any use.
The beak can be crafted into a throwable dagger (50ft) that does electricity damage (2d6 for juvenile beaks, 2d8 for adult and elder) Rating: 3, 5, 8
The wings, all four of them, can be grafted unto a belt that grants the wearer the power to fly. Rating: 5
Assassin Vine (CR 3)
5 ft Lengths (x4), Bushell of Berries (x4), Leaves (x20)
A 5 ft length of Assassin Vine can be converted into a whip. With ever succesful strike, the whip attempts a grapple check (+12 to grapple checks) and does 1d6+7 damage every turn its grappling. Rating: 3
A bushell of berries can be made into a bottle of wine worth an Assassin Vine treasure rating in gold. Rating: 2
The leaves, when grounded up, makes a powder that duplicates the entangle spell (caster level 4th). Rating: 3
This is just going through A. You can add you own as you like.
Constructive criticism welcomed.