Ochre Jelly
ST:30 MA:6
DX:8 Armour:0
IQ:1
These slime relatives inflict a whopping 3+1 damage if they hit. They are immune to weapons, and lightning divides them up into smaller jellies (each doing a portion of the initial monster's damage per attack. They are vulnerable to fire and cold.
Giant Rats
ST:6 MA:10
DX:12 Armour:0
IQ:6
These vicious rodents bite for 1-1 damage in regular or HTH combat, with a 1 in 6 chance of passing on an infectious disease (victim must make 4/ST roll or lose 1 ST and 1 DX per day for 2d6 days - a physicker can heal on a 4/IQ roll, master physicker on a 3/IQ roll).They are scared easily; 3 hits or more on one will cause it to flee.
Convalescence from disease is 2 attribute points per day.
Grey Ooze
ST:15-25 MA:12
DX:12 Armour:0
IQ:3
These noxious pests are possessed of a crude intelligence, striking with a crude pseudopod for 2+2 damage. They are fast, mean and at times hard to see (4 dice vs. IQ in natural caves, 3 for naturalist), but are affected by weapons. They are immune to cold and heat, but vulnerable to lightning and explosions.
Huge Bats
ST:8 MA:4/14
DX:13 Armour:1 pt fur
IQ:4
Subterranean nuisances, these agile (-3 DX to hit them) critters bite for 1+2 damage (regular or HTH) with their sharp fangs. Their is a 1 in 6 chance they carry an infectious meningitic disease (4/ST or lose 1 IQ and 1 DX every 4 hours for 2d6 hours. A physicker may heal (4/IQ). Recovery is 2 attribute points per day, regardless of method.
Vampire Bats (ITL, p66)
Lightning Bugs (IP5, p7)
Piercer
ST:6-24 MA:1
DX:8 Armour:3 pt chitin
IQ:1
These living carnivorous invertebrate stalactite creatures live to impale passers-by. They live on cave ceilings hidden amid real stalactites (5 dice vs. IQ to see, 4 dice for naturalists) waiting for victims to pass underneath, when they will drop for damage according to size: ST 6-10 =1+2 damage, ST 11-17 =2-1 damage, ST 18-24 =3 dice damage.
Piranhakeets (ITL, p67)
Rats, normal (ITL, p66)
Scorpions (ITL, p67)
Scuttles (ITL, p67)
Scrubbing Bubbles (IP5, p7)
Black Slime
ST:12-20 MA:4
DX:1 Armour:0
IQ:1
These beasties generate electricity at a rate of 2 pts per turn. There is a 1 in 6 chance for an adjacent figure to be affected by an electrical bridge (2 in 6 for those in metal armour and 3 pts damage). They also emit a hydrogen cloud which may explode for 1+1 damage in the slime's megahex, doing 1-1 to the slime itself, once every 6 turns. They are affected by fire (at -1 damage/die) and cold and are immune to weapons and lightning.
Blue Slime
ST:12-20 MA:2
DX:1 Armour:0
IQ:1
These slimes live in cold, damp areas. They have a strong alcohol-like effect, freezing and numbing flesh for 2 ST/turn, with -1 DX penalty cumulative per turn after 1st. There is a 1 in 6 chance of frostbite per limb with a 2 in 6 chance of losing one. A physicker can stop this with a 4 dice vs. IQ roll. Fire does double damage to blue slimes, they are immune to lightning and weapons.
Blunderbuss Slime(Tony Merlock)
ST: 10 MA 1
DEX: 1 (12 for spore-firing) Armour:0
IQ:1
This feared form of slime is a dusty grey in color with numerous black spots. Every other round it can fire spores as a blunderbuss at AdjDX 12. Each spore costs 2fST to fire. If destroyed by fire, it will explode as a grenade.
Brown Slime (ITL, p66)
Green Slime (ITL, p66)
Orange (phosphorous) Slime
ST:12-20 MA:2
DX:1 Armour:0
IQ:1
These glowing, orange slimes radiate heat from the white phosphorus they contain. They attack for 2 pts burning damage and are affected by cold, lightning and weapons.
Purple Slime
ST:12-20 MA:2
DX:1 Armour:0
IQ:1
These alkali-based slimes inflict 3 points per round. They are killed by acid, cold and lightning, being immune to weapons. They reproduce after eating.
Red (Rust) Slime (ITL, p66)
Silver Slime (ITL, p66)
Slink Shadows (Acid HT, Rick Smith)
Snollygosters
ST:2 MA:12
DX:10 Armour:0
IQ:6
These one hex critters resemble a cross between a large, cross-eyed dog and a truncated crocodile. Snollygosters are extremely clever (treat as having tactics in combat), and devote themselves to causing trouble and abducting children. They make excellent mounts for gremlins, with whom they get along famously.
(From Monsters, Monsters, (c) Metagaming) via Michael Taylor)
Spiders & Wasps (ITL, p66-7)
Stirge
ST:4 MA:6/10
DX:12 Armour:0
IQ:2
These bloodsucking bat/bird/insect hybrids are often found in gloomy forests or marshes. They are nocturnal, possessing dark vision, attacking for 1-1 damage, which if successful allows them to drain blood for 1 die/turn for 4 turns maximum. As they are small flying creatures, they attack others at no DX penalty, but hapless earthbound creatures suffer a -4 DX penalty to hit them (but not when the stirges are sucking blood however.)