I like to simulate Heroquest games of quest layouts that I find in the Forums. From these, I get an ever-expanding list of custom monsters. Currently, it lists around 170 monsters.
You can
take a look at them here. It's a bit technical, though, but never mind.
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Myself, I did a lot less:
Few years ago, the first addition I've made were perks for the existing monsters. You can use the base monster, or you can use the enhanced monster if you feared that your dungeon would be too easy.
Green figures:
Goblin - Goblin Spearman, Goblin Shooter, Goblin with MAM, and the addition of MAM to Spearman and Shooter, respectively.
A goblin is the lowest creature you can think of in the base game. As a Spearman they counter door blocking actions - the door blocker suddenly gets up to six attacks per rounds. No-one does it anymore. Same for the shooter; with the addition that the long aisles are the perfect hunting ground for Goblin shooters. Man those are dangerous! In the Frozen Horror, you have several quests with open circuits to run away. Goblin shooters can use those to their maximum effect, especially as they are not affected by icy rivers. Don't underestimate them.
With Move-attack-move, basically every goblin in the room may attack. One after the other, Jackie Chan inverted. Even the normal Goblins suddenly become a force to be taken serious. Goblin Shooters with MAM... you better have some potions of healings in the group.
Orcs got nothing from me. They are the perfect standard monster. But I have thought about expanding the Orc Shaman a little bit, about introducing an Orc Boss... but naah. I've had a 15 000 points 40k Ork Army. I didn't want to expand the Heroquest Orcs too much, I've had too much of it in the other game already.
Fimirs get a spell. Each Fimir gets one random spell. Sometimes I draw one from the Chaos Spell deck, sometimes I use one of Sjeng's Swamp spells.
Undeads:
Skeletons, I gave them Spears. For the same reasons as for the Goblins.
Zombies are still up for the grab. In one quest I let both, Skeletons and Zombies get up again after two turns, if the dead pile of bones would not be killed again. It was nice as quest addition, but I wouldn't put it everywhere.
I am still thinking if I should introduce Zombicide like fatties, runners and abominations. However in Zombicide you would kill six or ten per round, sometimes you could burn 50 or 60 in one turn. Heroquest doesn't play like this. Also, in Heroquest you don't have the freedom of movement you enjoy in Zombicide, so the difference between normalos and runners wouldn't be very visible; while fatties would just have a die or two more in defense, attack, and a BP more... only... then they are as strong as mummies. Game-design-wise, Zombies should retain their zombie-ish profile. If you see a zombie, it should be a zombie and not a Chaos Warrior in Disguise.
I love the Zombicide Black Plaque special zombies however, the bishop, the dancer, the dwarf, and so on and so forth. I sometimes use them just to have stylish different models for the same monster card.
Mummies, I thought who would probably got to be mummified? Would be somebody important for sure. So they got the perk to use one or two necromancer spells (if I have them perked, that is.)
Grey models:
Well. The Gargolye gets stoned. When he turns to stone, nothing can hurt him. He can use it only once, however, because it can get boring if it happens too oftne.
The Chaos Warrior defends on white shields sometimes.
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So here you got 8 Base game models and a total of 17 variants out of them. I then went to have bigger rooms, because good fights need good rooms. Those mini-rooms mostly used on the Heroquest Board let you rarely feel the difference between the monsters at all.
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The Ogres and Helmsmen got proper Monster cards from me. The Ogres follow Phoenix' Quest Books, they have set Body Points. I like them better like that. Perks, they have no perks so far, just their base monster abilities.
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For the Yeoldeinn HQ25 project (which is as finished as the other one from spain there

) we made:
Beastman
Minotaur
Kobold
Basilisk
Chaos Dwarf
I love them all, especially as I have models for them.
The Beastman goes inbetween Orc and Fimir; it can be used as medium monster for 3-dice-heroes or as weak standard monster for high level Heroes.

The Chaos Dwarf is a strong variant, goes above the Fimir but below the Chaos Warrior.
It can be used in groups of 3 or 4, for fully equipped Heroes.

The Minotaur slots into the gap above the Gargoyle:
The Gargoyle is a hard monster for starter groups, but somehow no real match for a fully equipped group.
So this Monster goes in a place above the Gargoyle, but
still below a proper Boss Monster.

You can download the entire package ready for printing at the professional printer on 2.5 x 3.5 inch cards, here:
https://drive.google.com/open?id=1hC_5i ... zD_KgW1iDt