This is a question that comes up occasionally - why doesn't Monster X from Dungeon Fantasy Monsters 1 have Trait Y or Disadvantage Z?
I answered that here, tagging on to a legitimate question about the Watcher at the End of Time from DFM1.
Basically, DF monster stat blocks in general and DFM monster stat blocks in specific lack traits that are explained elsewhere.
The goal wasn't complete writeups of the monsters, but rather instantly usable foes.
Things commonly left off the Traits list include:
- Sharp Teeth
- Innate Attack
- Super Jump
. . . things easily shown in the stat block itself. An Eye of Death moves at 6 (Air), so I didn't need to say it has Flight. A Karkadann has striker (horn), yes, but it lists that as an attack mode, so we're covered already.
Basically, it's spelled out where not including it adds to word count (Arm ST and Striking ST being good examples), or where it might not be crystal clear from the description or benefit from reinforcement(No Fine Manipulators for the Corpse Golem). It also clears up issues like "Do Horde Pygmies sharpening their teeth mean they have Sharp Teeth?" No, it's not a listed attack mode, so they aren't sharp enough. The stat block and attack modes section spell it all out.
In all cases, if it affects combat, it's there or it's already built into the stats.
This does mean it's harder to make them into allies, into PCs, or find out the true cost of some of the odd stuff we constructed for the book. But the goal wasn't a supplement of allies or cost demonstrations. It's just a source of ready-to-go opposition.