Averages up top:
HP:353
Speed: 8.916
Damage: 161
2.5HKO killpoint: 402.5
Chocobo
HP: 259
MP: 16
PA: 12
MA: 38
Speed: 9
Move: 7
Jump: 6
C-EV: 15%
Passive RSM: Counter (70% chance to counter for 100 damage)
Other Properties: Weak to Fire, Immune to Blood Suck
Choco Attack: Deals 100 damage.
Choco Cure: Heals by 152
Choco Esuna: 100% chance to cure Petrify, Darkness, Silence, Poison, Stop, Don't Move, and Don't Act
Choco Ball: Deals 72 damage, Range 4.
Comments: Chocobos are kind of pathetic all around. Bad HP, bad damage, and their healing isn't even full. Also they're weak to fire.
Black Chocobo
HP: 219
MP: 25
PA: 18
MA: 43
Speed: 7
Move: 7
Jump: 6 (Irrelevant)
C-EV: 25%
Passive RSM: Counter (70% chance to counter for 226 damage), Fly
Other Properties: Weak to Fire, Immune to Blood Suck
Choco Attack: Deals 226 damage
Choco Ball: Deals 162 damage, Range 4.
Choco Esuna: Cures Petrify, Darkness, Silence, Poison, Stop, Don't Move, and Don't Act
Choco Cure: Heals 172 HP
Comments: Black Chocobos are Chocobos trading speed and even more durability for respectable damage. They just have to hope they can live to land two hits.
Red Chocobo
HP: 357
MP: 15
PA: 15
MA: 40
Speed: 10
Move: 7
Jump: 6
C-EV: 10
Passive RSM: Counter (70% chance to counter for 157 damage), Ignore Height
Other Properties: Weak to Fire, Immune to Blood Suck
Choco Attack: Deals 157 damage
Choco Ball: Deals 112 damage at Range 4.
Choco Meteor: Deals 200 damage at Range 5. Ignores evasion.
Choco Esuna: Cures Petrify, Darkness, Silence, Poison, STop, Don't Move, and Don't Act
Comments: Red Chocobos are...well, they're not as good as people think they are--or to be more precise, not as comparably good as they were in Vanilla. Choco Meteor is solid enough and 2HKOs anyone who's anything below average--and ITE to boot. But for what I mean, well...look a bit down.
Goblin
HP: 311
MP: 6
PA: 11
MA: 35
Speed: 8
Move: 4
Jump: 4
C-EV: 18
Passive RSM: Counter Tackle (70% chance to counter a melee physical with Dash for 11-44 damage (average 27.5))
Other Properties: Weak to Ice, Immune to Blood Suck
Tackle: 84 damage
Eye Gouge: 100% chance to inflict Darkness and Confusion, reduced by evade
Goblin Punch: 100% chance to deal damage equal to user's lost HP, reduced by evade
Secret Fist: 100(105)% chance to inflict Don't Move and Death Sentence on the target, reduced by evade
Comments: Goblins' worth in a duel is entirely dependent on whether you let them have Monster Skill. Secret Fist kills faster than anything else they have (their physical is a 5HKO), and Eye Gouge lets them land it effectively. Without, though? They're just sad, though Goblin Punch lets them beat up on low-damage types effectively.
Black Goblin
HP: 276
MP: 5
PA: 12
MA: 35
Speed: 9
Move: 4
Jump: 4
C-EV: 19
Passive RSM: Counter Tackle
Other Properties: Weak to Ice, Immune to Blood Suck
Tackle: Deals 100 damage.
Turn Punch: Deals 72 damage to everything within two squares of the user
Goblin Punch: Deals damage equal to user's lost HP
Stop Breath: 100% chance to instantly kill target.
Comments: Another one who's dependent on Monster Skill. And god help him if someone has even below-average Ice damage.
Gobbledeguck
HP: 314
MP: 12
PA: 14
MA: 37
Speed: 10
Move: 4
Jump: 4
C-EV: 20
Passive RSM: Counter Tackle
Other Properties: Weak to Ice, Immune to Blood Suck
Tackle: 137 damage.
Eye Gouge: 100(102)% chance to inflict Darkness and Confuse to an enemy, reduced by Evasion.
Turn Punch: 98 damage to all targets within 2 squares.
Mutilate: 100(112)% chance to deal 75% mHP damage to the target, parasitic healing.
Comments: This goblin at least has a 3HKO. He also has next to nothing else without Monster Skill (which is another legitimately good ability. Mutilate would get them pretty far against PCs.)
Bomb
HP: 232
MP: 3
PA: 12
MA: 38
Speed: 8
Move: 4
Jump: 4
C-EV: 10
Passive RSM: Meatbone Slash (70% chance to counter for 232 damage when being hit below 20% HP), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil
Bite: Deals 100 damage
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares. Kills the user. Ignores evasion.
Small Bomb: Deals 48 damage, ignores evasion, damages user for the same.
Spark: Deals 114 fire damage self to all within 2 squares of the user, heals self for same. 20% chance to add Reraise.
Comments: And...here we have bombs. In-game, their schtick is that they start with Reraise, meaning that they can blow themselves up at low HP and then come back for more. Dickish move. In a duel, though, blowing up just means losing, so they're stuck with...not much, unless the enemy can't chip. And even then.
Grenade
HP: 238
MP: 5
PA: 10
MA: 38
Speed: 9
Move: 4
Jump: 4
C-EV: 11
Passive RSM: Meatbone Slash (70% chance when damaged below 20% HP to counter for 238 damage), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil
Bite: Deals 70 damage to target
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares. Ignores evasion.
Shock: Deals mHP-cHP damage to target, range 5. Ignores evasion.
Flame Attack: Inflicts 228 fire damage to target.
Comments: Grenades really wish they had the HP to take advantage of Shock. It's a good followup to Meatbone Slash for what could be close to a kill, but as-is they're stuck relying on Bite. Bite sucks. Flame Attack is pretty nice, though, if you allow it.
Explosive
HP: 339
MP: 6
PA: 14
MA: 39
Speed: 7
Move: 4
Jump: 4
C-EV: 12
Passive RSM: Meatbone Slash (70% chance when being hit below 20% HP to counter for 339 damage), Float, Cannot Enter Water
Other Properties: Absorb Fire, Halve Ice, Weak to Water, Start:Reraise, Immune to Blood Suck and Oil
Bite: 137 damage.
Self Destruct: Deals mHP-cHP damage and adds Oil to all within 3 squares. Ignores evasion.
Spark: Deals 117 fire damage to all within 2 squares, healing self for same. Ignores evasion, 20% chance to add Reraise.
Shock: Deals mHP-cHP damage to enemy within 5. Ignores evasion.
Comments: 3HKO Bite, but Explosives' big trick is Spark, which acts as fire-elemental pseudo-parasitic healing. Fire elemental attacks are kind of terrible, though. That speed hit is something that Spark doesn't make up for, though.
Red Panther
HP: 372
MP: 8
PA: 11
MA: 37
Speed: 9
Move: 5
Jump: 5
C-EV: 23
Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move
Scratch: 84 damage
Poison Nail: 97% chance to inflict Poison and Slow, reduced by evasion.
Steal Heart: 87% chance to inflict Charm, only works on humans.
Cat Kick: Inflicts between 11 and 132 damage randomly. Averages to 72 damage. May knockback, ignores countergrasp.
Comments: KITTY. Steal Heart says it all about their strategy--charm and then poison. Or if their opponent blocks poison, charm and then wait for a double. Of course, Slow off of Poison Nail doesn't hurt.
Cuar
HP: 292
MP: 10
PA: 14
MA: 43
Speed: 10
Move: 5
Jump: 5
C-EV: 26
Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move
Scratch: 137 damage.
Cat Kick: Randomly deals 14 to 168 damage. Averages 91 damage. May knockback, does not trigger countergrasp reactions.
Poison Nail: 100(103)% chance to add Poison and Slow, reduced by evasion.
Blaster: 73% chance to add Petrify or Stop, chosen randomly. Reduced by Magic Evade
Comments: They lose Steal Heart. These kitties are not as lovable, and Cat Kick doesn't hurt nearly enough to make up for it. They like Blaster if you give them Monster Skill, but that hates magic evade like little else.
Vampire
HP: 317
MP: 11
PA: 15
MA: 35
Speed: 10
Move: 5
Jump: 5
C-EV: 24
Passive RSM: Catch (70% chance to catch and acquire a Thrown item), Ignore Height, Cannot Enter Water
Other Properties: Weak to Earth, Immune to Blood Suck and Don't Move
Scratch: 157 damage.
Poison Nail: 95% chance of inflicting Poison or Slow to the target. Subject to Evasion.
Blaster: 65% chance of inflicting Stop or Petrify to target. Subject to Magic Evade.
Blood Suck: Absorbs 25% of target mHP and inflicts Blood Suck. Subject to Evasion.
Comments: The guaranteed Blaster user, though they may be better off using Poison Nail to ensure doubles first. Blood Suck is gimmicky as hell, though against anything with a lot more HP than them it may not be bad if you let them have it.
Disco Demon
HP: 295
MP: 20
PA: 8
MA: 31
Speed: 8
Move: 4
Jump: 4
C-EV: 8
Passive RSM: Counter Flood(70% chance on being hit with physicals or Elemental to counter with Elemental. Off of common terrain, this deals 155 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk and Blood Suck
Tentacle: 67 damage.
Black Ink: 155 water damage to a range 2 line, adds Darkness (20% rate)
Mind Blast: 75% chance to add Confuse or Berserk to target.
Wiznaibus: Deals 13 damage every 6 ticks.
Comments: This demon is one of the reasons why Disco is dead. In seriousness, Black Ink is not bad damage, and Water's an uncommon element. Mind Blast covers their bases well as an anti-mage option, while Counter Flood gives them some leeway against fighters. Probably not enough to get them out of Light though.
Squidrockin
HP: 314
MP: 19
PA: 9
MA: 31
Speed: 8
Move: 4
Jump: 4
C-EV: 9
Passive RSM: Counter Flood(70% chance on being hit with physicals or Elemental to counter with Elemental. Off of common terrain, this deals 170 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk and Blood Suck
Tentacle: 85 damage
Odd Soundwave: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Innocent, and Reflect
Mind Blast: 76% chance to randomly add one of Confusion or Berserk to target
Nameless Song: Randomly adds Reraise, Regen, Protect, Shell, or Haste every 10 CT
Comments: And this is why squids should not rock. The damage is just plain worse in every way outside of Counter Flood. Their desired strategy is to Mind Blast the opponent, hope for Confuse, and then run Nameless Song until they get buffs everywhere. Then beat the opponent down while they're still confused.
Mindrave
HP: 525
MP: 27
PA: 15
MA: 37
Speed: 8
Move: 4
Jump: 4
C-EV: 10
Passive RSM: Counter Flood (70% chance on being hit with physicals or Elemental to counter with Elemental. Off of common terrain, this deals 314 damage), Martial Arts, Move Underwater
Other Properties: Weak to Lightning, Absorb Water, Immune to Berserk
Tentacle: 236 damage
Black Ink: 185 Water-element damage in a line, adds Darkness (20% rate)
Disillusion: Reduces enemy MA by 1 every 6 CT.
Level Blast: Reduces target's level by 1.
Comments: what. Their Counter Flood outdamages everything except Dark Behemoth attacks, which are already solidly in the 90% PCHP range. And the Tentacle-fu is strong. As is their durability, which is a giant step above everything else they have. Just...what.
Skeleton
HP: 369
MP: 0
PA: 13
MA: 35
Speed: 9
Move: 4
Jump: 5
C-EV: 11
Passive RSM: Arrow Guard (70% chance to negate a bow or crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep
Knife Hand: 118 damage
Thunder Soul: 140 Lightning damage. Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect. Deals 33% mHP damage if status is erased.
Ice Soul: 140 Ice damage. Subject to Magic Evasion.
Comments: Skeletons are relatively unremarkable, outside of mocking Fire Emblem archers forever and exploding to fire or holy. Sap Magic's a cute trick against buffers, but in practice it works out the same as using Thunder Soul against anything that isn't really high on HP or magic defense.
Bone Snatch
HP: 289
MP: 0
PA: 15
MA: 35
Speed: 8
Move: 4
Jump: 5
C-EV: 12
Passive RSM: Arrow Guard (70% chance to negate a Bow or Crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep
Knife Hand: 157 damage
Ice Soul: 140 Ice damage. Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect. Deals 33% mHP damage if status is erased.
Aqua Soul: 140 Water damage. Subject to Magic Evasion.
Comments: Same as the skeleton but worse. I don't really have anything to say here.
Living Bone
HP: 324
MP: 0
PA: 15
MA: 36
Speed: 8
Move: 4
Jump: 5
C-EV: 13
Passive RSM: Arrow Guard (70% chance to negate a Bow or Crossbow attack)
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Reraise, Poison, Regen, Sleep
Knife Hand: 157 damage
Aqua Soul: 144 Lightning damage. Subject to Magic Evasion.
Sap Magic: Dispels Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, and Reflect. Deals 33% mHP damage if status is erased.
Wind Soul: 180 Wind damage. Subject to Magic Evasion.
Comments: I think unremarkability is the point of skeletons. Wind Soul, if you let them have it, is a high 3HKO.
Ghoul
HP: 227
MP: 21
PA: 10
MA: 43
Speed: 8
Move: 5 (irrelevant)
Jump: 5 (irrelevant)
C-EV: 26
Passive RSM: MP Switch (70% chance to convert HP damage to MP damage. Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop
Throw Spirit: 70 damage, range 3
Zombie Touch: 100(113)% chance to add Undead to target.
Revive: 80% chance to revive target for 20% mHP
Shadow Stitch: 100% chance to inflict Stop to target.
Comments: The Ghost family of monsters has the ability to take one more hit than their durability would suggest thanks to MP Switch, so they'll at least take two hits to go down. Not that it helps Ghouls since they need Shadow Stitch to consider getting a win. Zombie Touch is a cute trick that'll mess with some healers though.
Gust
HP: 224
MP: 16
PA: 11
MA: 43
Speed: 9
Move: 5
Jump: 5
C-EV: 27
Passive RSM: MP Switch (70% chance to convert HP damage to MP damage. Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, Weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop
Throw Spirit: 84 damage, Range 3
Sleep Touch: 100(113)% chance to inflict Sleep on target. Range 2
Revive: 81% chance to revive target for 20% mHP
Drain Touch: 100(113)% chance to deal 34% mHP damage to target and absorb that as HP. Range 2
Comments: Another monster that largely depends on status stalling to win fights with 5HKO damage. Sleep Touch is nice, though, and they love you forever if you let them have Drain Touch.
Revnant
HP: 254
MP: 10
PA: 11
MA: 35
Speed: 10
Move: 5
Jump: 5
C-EV: 28
Passive RSM: MP Switch (70% chance to convert HP damage to MP damage. Only works if user has at least 1 MP), Float, Teleport
Other Properties: Weak to Fire, weak to Holy, Absorb Dark, Immune to Blood Suck, Float, Reraise, Poison, Regen, Stop
Throw Spirit: 84 damage, range 3
Drain Touch: 95% chance to drain 34% mHP from target and absorb as HP. Range 1-2.
Revive: 81% chance to revive target with 20% mHP.
Grease Touch: 100(105)% chance to inflict Oil and Slow to target. Range 1-2
Comments: Drain Touch is a guaranteed 3HKO against PCs, and Revnants are fast on the draw, too. They wish they could do more with that MA score, though.
Flotiball
HP: 256
MP: 13
PA: 10
MA: 39
Speed: 8
Move: 6
Jump: 6
C-EV: 12
Passive RSM: Finger Guard, Fly, Cannot Enter Water
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence
Wing Attack: 70 damage
Death Sentence: 99% chance to inflict Death Sentence on target.
Difference: Deals damage equivalent to target's MP.
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.
Comments: Flotiball is a really weird monster. It'll explode to anything that looks at it silly with ice damage...except that it has auto-reflect and a fun trick in Difference. Difference basically does damage to the target based on how much HP they have. It's nice. Look of Devil is also nice with one fatal and three disabling statuses if you let them have it. Blind sucks though, and it's a MS skill for those who don't let them have that.
Ahriman
HP: 240
MP: 16
PA: 16
MA: 39
Speed: 10
Move: 6
Jump: 6
C-EV: 13
Passive RSM: Finger Guard, Fly, Cannot Enter WAter
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence
Wing Attack: 179 damage
Death Sentence: 99% chance to inflict Death Sentence on target.
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.
Circle: 100(114)% chance of reducing target's MA by 6.
Comments: Circle is the biggest MA buster in the game, beating out Mind Ruin by one point. The real trick, though, is Look of Devil off of 10 Speed. Also, Wing Attack does solid damage here.
Plague
HP: 247
MP: 23
PA: 15
MA: 49
Speed: 8
Move: 6
Jump: 6
C-EV: 11
Passive RSM: Finger Guard, Fly, Cannot Enter Water
Other Properties: Weak to Ice, Resist Wind, Auto-Reflect, Immune to Blood Suck and Death Sentence
Wing Attack: 157 damage
Difference: Inflicts damage equal to target's current MP
Look of Devil: Randomly adds Petrify, Darkness, Silence, Don't Move, or Don't Act at 100% rate.
Look of Fright: 100(129)% chance to reduce target's PA by 6
Comments: Decent damage, plus both Difference and Look of Devil. They lose the speed Ahrimans love, though.