A quick unformatted copypasta job from my notes.
Kobold: Kobolds are small, scaly, and reptile-like creatures who prefer ambushing their opponents. They are distantly related to dragons, and revere them as gods. They have a clan structure, and are usually led by either Orcs or Fimir in battle.
Thrower - Throws daggers. 12move, 1AD, 1DD, 1BP, 1MP. Drops a Dagger.
Demolitionist - Runs and explodes all adjacent squares then dies. 6move, 2AD (area), 1DD, 1BP, 1MP. Does not drop anything.
Skirmisher - Opportunist (like Bravo). 12 move, 2AD, 1DD, 1BP, 1MP. Drops a Hatchet.
Fimir: - Larger than Kobolds, but they share the same ancestral bloodlines.
Same as base Game System, but can also cast 1 Fimir spell. 6move, 3AD, 3DD, 2BP, 3MP. Drops an Axe.
Goblin: Goblins are similar in size to Kobolds, but are more reckless. Similarly, they also have a clan structure, but are led by Orcs.
Grunt - Can move through Hero squares. 10move, 2AD, 1DD, 1BP, 1MP. Drops a Dagger.
Archer - Ranged attacks. 10move, 2AD, 1DD, 1BP, 1MP. Drops a Shortbow.
Captain - Sturdy (ignore 1 Body Point of damage once per Quest). 6move, 2AD, 2DD, 2BP, 1MP. Drops a Hatchet or Dagger.
Orc: Orcs are larger and meaner versions of Goblins. They are tribal creatures, with an unquenchable thirst for battle.
Warrior - Same as base Game System. 8move, 3AD, 2DD, 1BP, 2MP. Drops a Shortsword, Flail, or Axe.
Archer - Ranged attacks. 8move, 3AD, 2DD, 1BP, 2MP. Drops a Shortbow.
Shaman - Knows Orc Shaman Spells. 8move, 1AD, 2DD, 2BP, 4MP. Drops a Dagger.
Orc Berserker: The Shaman may choose one Orc within their line of sight to be filled with immense strength and vigor. That Orc may then move twice and attack twice during this turn only.
Shield of Protection: This spell allows the Shaman and all Orcs in the same room to roll one extra Combat Die in defense until the beginning of the Shaman’s next turn. This spell may not be used in corridors.
Sharpen Blades: This spell allows all Orcs in the same room as the Shaman to roll an extra Combat Die in attack for this turn only. This spell may not be used in corridors.
Spirit of Vengeance: This spell allows a Shaman to send an invisible spirit to attack any one figure on the board. The spirit attacks the figure with 4 Combat Dice, which the figure may defend against normally. The spirit then vanishes. The spirit itself cannot be harmed.
Summon Goblins: The Shaman may immediately take four Goblin figures from anywhere on or off the game board and place them anywhere within the Shaman’s line of sight. The Goblins may move and attack immediately, unless they have already done so this turn.
Summon Orcs: The Shaman may immediately take two Orc figures from anywhere on the game board and place them within the Shaman’s line of sight. The Orcs may move and attack immediately, unless they have already done so this turn.
Vermin: Small critters (bats, rats, mice, etc.) that are too small to hit individually, they attack in large groups.
Swarm attack (add +1AD for every Vermin that attacks the same target (example below). They all take their attacks simultaneously). 8move, 1AD, 1DD, 1BP, 1MP. Does not drop anything.