I do tend to use a lot of humanoid enemies/NPCs, but I've got a few monsters I'm happy to share. Let me know if you decide you do want humanoid enemy stat blocks as well. Everything I've made follows 16 14 14 12 10 10 before racial, level, and item adjustments. Sorry the stat blocks are kind of sloppy, I made these for different campaigns years apart from each other.
Desert Elemental, CR 5
Desert Elemental 5 (appears as a swirling sandstorm, can be any size, these are [Medium])
Desert elementals primarily want privacy. They are difficult to bargain with because their primary demand is most often that any mortals leave.
Fire Elemental/Air Elemental/Discipline of the Crane
10 HP, 5 Skills, Good BAB, good Fortitude and Reflex, KOM Dex, KDM Con
Resistance Fire, Vulnerability Cold
+2 Dex, +2 Con, -2 Int
Str 14, Dex 22, Con 18, Int 8, Wis 12, Cha 10
HP 84 (DR 2) ([Resistance] to all damage in the first round of combat)
Fort +9, Ref +11, Will +3
AC 21 (+2 Crane, +4 KDM, +5 level)
Movement 65 ft (+10 Crane)
Gust: 16 damage [Medium] range, reduces movement speed by 5 ft (up to 10 ft), movement penalty lasts 2 [rounds] (+4 [Fire]) (+[Burning])
Pressure: [Melee] range, deals 6 damage to anyone within, removes Stealth check from them
Flame Kiss: Move action, 11 [Fire] damage to one target within [Medium] and they are [Burning]. (+4 [Fire]) Healed up to half damage from [Fire] attacks.
Persistent Inferno: heal 2 HP per creature [Burning] within [Close].
Quicksilver Brooch, Black Ankh, 2nd level +2 Dex
Skills: Acrobatics, Athletics, Vigor, Geography, Nature
Feats: Earthshaper Warden, Breakneck Pace, Slow and Steady
Greater Item: Greater Dustcloud (Flesheater Energized [Arcane] [Brutal 3] weapon)
Spends most of its Standards on Gust, Moves on Flame Kiss
I came up with a bit for a demon hunting game I'm running where various demons are named after the various rivers of Hell. The Styx demon is a giant vaguely humanoid lobster beast, a little like a Chuul in D&D.
Styx Demon, CR 10
Demon fast/Utter Brute Medium/Smiting slow 10
Str 18, Dex 10, Con 22, Int 10, Wis 14, Cha 22
AC 30, HP 242, DR 11, Fort +17, Ref +5, Will +14
Feat: Weaponized, Optimistic Viscera (technically should have two more - Reaver chain would make sense, Mighty Smash, Simply Smashing, Reckless Strike could all make sense)
Utter Brute C1: +4 attack rolls
Utter Brute C2: 10 [HP reduction] on first attack each round
Utter Brute C3: At the beginning of your turn, you may move 5 ft. At the end of your turn, you may move 5 ft. This movement does not provoke attacks of opportunity
Utter Brute C4: +3 attack rolls, +3 fortitude, +3 HP/level, +5 [Melee] range
Demon C3: Swift for +3 attack or +3 AC
Demon C4: +4 AC [Lesser resistance] to Physical
Masterwork Relic for +4 to hit on smash, sophisticated
Hulking Smash (Brutal 3, Reach)
Hulking Smash +27/+22 (26) (32 on 2nd hit), 10 [HP reduction] on first attack each round
The Phlegethon Demon was a flying imp that threw fire.
Phlegethon Demon, CR 9
Fire Elementalist/Fire Elemental (fast)/Demon 9
Str 10, Dex 14, Con 20, Int 10, Wis 14, Cha 24
130 HP, DR 2, Movement 60 ft, Fly
Flame Kiss: As part of a move action, you may deal 7 energy damage with the [Fire] descriptor to target creature within [Medium] range, and cause the creature to begin [Burning]. As a standard action, fire two separate Flame Kiss at two different targets.
Persistent Inferno: At the beginning of your turn, you are healed 4 hp for each creature [Burning] within [Close] range, up to 18 HP. Additionally, you may activate Flame Kiss as a move action.
[Burning] opponents within your [Melee] range cannot extinguish the flames as a move action. Furthermore, once per move action you take, you may transport yourself adjacent to any creature within [Close] range that is [Burning]. This movement does not provoke attacks of opportunity, and is not a [Teleport] effect.
Additionally, if you would take energy damage with the [Fire] descriptor, you are instead healed for the damage you would have taken. This counts as a form of [Immunity], so you take damage as normal and are not healed by any effects that specifically ignore [Immunity] to [Fire]. Any [Resistance] or [Vulnerability] you have against the [Fire] descriptor is ignored if you would be healed by that damage with the [Fire] descriptor.
Elemental Burst: At will as a Standard or Swift action, you may deal 9d6+7 fire damage to each creature in target square within [Close] range. Reflex (DC 21) halves.
Forced Vulnerability: You can hurl a bolt of energy at an opponent in [Medium] range, leaving it vulnerable to further attacks. This bolt deals 9d6 energy damage, and inflicts [Vulnerability] to your element of choice on the opponent until the end of your next turn. Reflex (DC 21) half and negates the [Vulnerability] condition.
Elemental Wave: You may create a wedge with a length of 60 ft originating from you that deals 9d6, and pushes them up to 45 ft, up to the outside edge of the wedge. A successful Reflex save (DC 21) halves the damage and negates the pushing effect.