TEXT: Orc Warrior
  1st level troop [humanoid]
  Initiative: +3
  AC: 16 PD: 14 MD: 10 HP: 30
  Sword +6 vs. AC - 6 damage
       Dangerous: Crit on 17+ unless 
  they are staggered.
  Orc Shaman 
  2nd level leader [humanoid]
  Initiative: +5
  AC: 18 PD: 12 MD: 16 HP: 36
  Spear +6 vs. AC - 6 damage
      Dangerous: Crit on 17+ unless 
  they are staggered.
  R: Battle Curse +7 vs. MD  (1d3 
  nearby enemies�) - 4 psychic 
  damage, and for the rest of the battle, 
  melee attacks  by orcs deal +1d4 
  damage against the target. (non-
  cumulative).
  Ghoul 
  3nd level spoiler [humanoid]
  Initiative: +8
  Vulnerability: holy
  AC: 18 PD: 16 MD: 12 HP: 36
  Claws & bite +8 vs. AC - 8 damage
     Natural even hit: The target is 
  vulnerable (enemies crit 18+) to 
  attacks by undead until the end of the 
  ghouls next turn.
    Pound of ﬂesh: The ghoul’s claw & 
  bite attack deals +4 damage against 
  vulnerable targets.
     Infected bite: Any creature that is 
  slain by the ghoul a ghoul and not 
  consumed will rise as a ghoul the 
  next night.
  Newly-risen Ghoul 
  2nd level mook [humanoid]
  Initiative: +5
  Vulnerability: holy
  AC: 17 PD: 15 MD: 11 HP: 9 (mook)
  Claws +7 vs. AC - 3 damage
     Natural 16+: The target is 
  vulnerable (enemies crit 18+) to 
  attacks by undead until the end of the 
  ghouls next turn.
    Pound of ﬂesh: The ghoul’s claw 
  attack deals +2 damage against 
  vulnerable targets.
  Mook: Kill one newly-risen ghoul 
  mook for every 9 damage you deal to  
  the mob.
  Human Zombie
  2nd level troop [humanoid]
  Initiative: +1
  Vulnerability: holy
  AC: 15 PD: 13 MD: 9 HP: 60 
  Rotting ﬁst +7 vs. AC - 6 damage
     Natural 16+: Both the zombie and 
  it’s target take 1d6 damage.
    Headshot: A critical hit against a 
  zombie drops it to 0 hp.
  Goblin Shaman�
   
  2nd level caster [humanoid]
  Initiative: +6
  AC: 17 PD: 12 MD: 16 HP: 26
  Spear +7 vs. AC - 5 damage
  R: Shaking Curse +6 vs. PD - 8 
  damage, and until the shaman’s next 
  turn, the target takes 2 damage 
  whenever an enemy engages or 
  disengages from it.
    Natural even roll: During it’s next 
  turn, the shaman can target 2 nearby 
  enemies with the shaking curse 
  instead of one.
    Disengage +5: Goblins only need to 
  roll a 6+ to disengage.
  Goblin Scum
  1st level mook [humanoid]
  Initiative: +3
  AC: 16 PD: 14 MD: 11 HP: 5 (mook)
  Club +6 vs. AC - 4 damage
  R: Short bow +6 vs. AC - 3 damage
   Disengage +5: Goblins only need to 
  roll a 6+ to disengage.
  Mook: Kill one goblin scum mook for 
  every 9 damage you deal to the mob.
  Hobgoblin Warrior 
  2nd level troop [humanoid]
  Initiative: +3
  AC: 19 PD: 14 MD: 14 HP: 32
  Longsword +7 vs. AC - 8 damage
     Natural even miss: 2 damage
     Group tactics: For every two 
  hobgoblins in the battle (round up), 
  one of them can use well-armored 
  once during a battle.
     Well-armored (group): Ignore all 
  damage from a hit (but not a crit) 
  against AC.
  Goblin Grunt
  1st level troop [humanoid]
  Initiative: +3
  AC: 16 PD: 13 MD: 12 HP: 22
  Club +6 vs. AC - 6 damage, if the 
  monsters outnumber their enemies; 4 
  damage if they don’t.
  R: Short bow +6 vs. AC - 4 damage
   Disengage +5: Goblins only need to 
  roll a 6+ to disengage.
  
SOURCE: textdata/thevault/13th Age/Booth In A Box/Game Materials/Monsters and Items/13th Age 9 Monster Cards 2.pdf