[list=]There were the classic four and then because I owned more than one set,
then an Enchanter & Necromancer (Both using the Wizard Fig) and 2nd Necromancer or Blood Wizard (using the spare Chaos Magician fig),
a Berserker (using the Barbarian fig),
two dwarves (one highborne, one low using the Dwarf fig),
a Minotaur (using a D&D fig),
a Ninja (D&D fig),
a Misft (D&D fig) [which was a sentient abomination shambling type monster],
a Thief (using the spare Elf fig),
an Archer (using D&D fig),
a Mystic (using Elf fig)
and an Orc.[/list]
to choose from.
I painted their bases with a distinctive mint-green and I will try to find some of the miniatures I owned to show you.
Generally speaking their stats were easy enough to figure out, and I then tended to give them 3 powers besides certain natural abilities (i.e. the Ninja could bypass but not disarm, traps.)
The Mystic from memory was able to send out a ball of Seeing every few turns which would enable him/her to have some of the board revealed before the players arrived in body to that location - the Minotaur had exceptional strength and could make a door once per map by barging through a wall. (Sometimes into a ravine

I made up all their cards, and then a paper envelope to keep the cards in, + details of their special abilities and on occasion, such as with the Mystic for example, actual tiles such as a glowing ball that could be summoned and moved along the board like an NPC.
Villain Additions included several Orcish chieftans, a goblin king (painted Blue), Elite Fimirs, talking (intelligent) Chaos Warrior Kings, A Doppleganger (who could replicate an adventurer without the others knowing) - this was done by secretly taking the adventurer aside and telling them they'd be replaced during the quest - and were to obey the instructions on a card at a given time), a vampire, risen Egyptian Pharoah (a Gold Mummy).