Bionoid
Type: Medium Monstrous Humanoid
Hit Dice: 12d8 + 36 (90 hp)
Initiative: +10 
Speed: 60 ft.
Armor Class: 26 (+6 Dex, +10 Natural), touch 16, flat-footed 20
Base Attack/Grapple: +12 / +15
Attack Punch +18 melee (1d6+3/19/x2)
Full Attack: 2 Punches +18 melee (1d6+3/19/x2), Elbow Slash +16 melee (1d4+1), Kick +16 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Fire Cone, Improved Grab, Constrict 1d8+3
Special Qualities: Transformation, Pounce
Saves: Fort +7, Ref +14, Will +8
Abilities: Str 16, Dex 22, Con 16, Int 14, Wis 10, Cha 10
Skills: Tumble +18, Jump +15, Balance +18, Spot +12, Listen +12
Feats: Improved Initiative, Multiattack, Improved Critical (punch), Weapon Finesse, Improved Natural Attack (Punch)
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Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Neutral Good
Advancement: By character class
Fire Cone (Su): 2d4 points of damage to the bionoid to open the plates on his chest. 6d6 fire damage in a 30’ cone, Reflex save DC 19 for half. Usable once per day. The bionoid must rest for a full day before it can use this attack again. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, the bionoid must hit with a punch attack. If it gets a hold, it pulls the opponent into its arms, and can constrict. The bionoid can still use its kick attack on other opponents while it is constricting.

Pounce (Ex): If the bionoid charges an opponent, it can make a full attack.

Transformation (Ex): Transformation from standard humanoid to combat form is a standard action. Transformation back to standard humanoid form takes one full round. Transformation into combat form destroys any clothing or armor the bionoid is wearing. The transformation ability is all or nothing; the bionoid does not have the option of transforming just one part while the rest of the body remains in previous form.

When in standard humanoid form, the bionoid does not gain the racial bonuses inherent to that race, as underneath, it is still a bionoid.