1. **Goblins:**
- Attack: D6 (curved short swords)
- Defense: D4 (no armor)
- Vitality: 4
2. **Orcs:**
- Attack: D8 (orc scimitars)
- Defense: D6 (leather armor)
- Vitality: 6
3. **Skeleton:**
- Attack: D6 (short sword)
- Defense: D4 or D6 (remnants of armor)
- Vitality: 7
- Special: Undead (immune to various effects, susceptible to others - left to the GM to decide!)
4. **Harpy:**
- Attack: 2D4 (claws)
- Defense: D6 (natural armor and agility)
- Vitality: 12
- Special:
- Flying (Movement: D12)
- Harpy's Song (D8 - works like the enchantment spell)
5. **Centaur:**
- Attack: D8 (longbow, large spear)
- Defense: D6
- Vitality: 15
- Special:
- Four legs (Movement: D8)
- Kick (D8 - can make an extra attack in melee combat)
- Charge (2D8 - at least 3 squares away from the target)
- Quick weapon swap
- Long-distance attack
6. **Minotaur:**
- Attack: D12 (great axe)
- Defense: D6
- Vitality: 18
- Special: Charge with horns (D20)
7. **Ogre:**
- Attack: D12 (club)
- Defense: D6
- Vitality: 19
8. **Cyclops:**
- Attack: D12 (club)
- Defense: D8
- Vitality: 24
- Special: Throw rocks (D20)
9. **Dragon:**
- Attack: D12 (claws, bites...)
- Defense: D20
- Vitality: 30
- Special:
- Breath attack (D20, with additional effects based on the dragon type)
- Multi-attack
- Flight
10. **Ancient God of the World of Gasnar:**
- Attack: D100
- Defense: D100
- Vitality: 100
- Special:
- Legendary Action
- Immortality
11. **Catapult:**
- Attack: D20 (throw rocks)
- Defense: D8 (reinforced wood + metal parts)
- Vitality: 20
- Special:
- Requires an operator
- Only performs ranged attacks
12. **Knight:**
- Attack: D12 (cavalry lance)
- Defense: D12 (full battle armor)
- Vitality: 14
- Special: Charge (D20)
13. **Soldier:**
- Attack: D6 (spear) / D8 if wielded with both hands
- Defense: D10 (chainmail + shield) / D8 if shield is dropped
- Vitality: 10