This code seems ok for the most part, yet the current docs JCE has is incomplete... (the editors are driving me nuts, so I'm trying to decypher the data myself for my own sake).
The Imp data has the following...
03 06 00 01 60 A0 02 78 00 00So, it's clear that the following is true...
Byte 0 - Boss? and Level
Bit 0: Boss
Bit 1-7: Level (seems to go up to 127?, 99 is the known highest level)
Byte 1 and 2 (16-bit value) - HP
Note: Byte 1 and 2 make up a monster's entire HP... so in Hex, you might see (01 00), you should read it as (00 01) which means 1 HP. (00 10) -> (10 00) which means 32768 HP...
Byte 3 - Attack table index
Byte 4 - Defense table index
Byte 5 - Magic Defense table index
Note: The indexes are actually of the same table.
Byte 6 - Speed table index
Byte 7 - Item Drop info
Bit 0-1?: Drop frequency cipher (00 = 5%... the others I'm not sure of yet, but the other possibilities are 25%, 100%, and 0%)
Bit 2-7? - Drop table (determines what you get for a drop/steal)
Byte 8 - Attack Sequence index
Byte 9 - ?? It looks like some sort of "extra info" cipher. 00 = no extra info
Possible changes include: Elemental Attack, Status Attack (2 bytes) , Elemental Resistance, Status Resistance (2 bytes), Monster Race, Elemental Weakness, Magic Power (used like Wisdom and/or Will), Reflex/Counter table index (which shares with the Attack Sequence index data)
So.. if someone doesn't already have this documented (because, this is driving me nuts), please say so.
For the Basilisk..
05 5A 00 06 62 A6 06 4D 06 48 00 18 00 04
48 has to mean something... as the following code implies..
Resistance to Pig and Small (18)
Creature type = Reptile (04)
The extra 00 might mean something else...

The leading 00 = Elemental Resistance.
The second 00 = The second byte of the resistance table..
In the cypher, 0x48 implies..
Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Monster Race
Ok, so now we goto the Eagle (skipping the other stuff and just posting the cypher and etc.)
60 00 38 00 20In the cypher.. it seems a bit straight forward..
Resistance vs Toad, Mini, Small (38)
Weak vs Wind (20)
Editing the 00 data... I have determined the following..
Byte 0 - Elemental Resistance
Byte 1+2 - Status Resistance
Byte 3 - Elemental Weakness
In determining that, 0x48 and 0x60 share 0x40 (bitwise), therefore 0x40 implies Elemental and Status Resistance... and 0x20 implies elemental weakness and 0x08 implies racial property.. if I'm reading this correctly.
Larva
44 00 38 00 30With what we know...
Resistances (38)
Counter Script (30)
Therefore 0x04 implies Counter script for Byte 3....
Treant...
74 00 38 00 01 02 15First 00 - no resistance
(38 00) - Pig Small Toad resist
01 - weak vs Fire
15 - Counter script index
02 happens to be the monster's magic power
Therefore, 0x10 = Monster's spell power
Onto something more interesting..
Skull
E8 00 00 80 08 BF FC 91 80first (00 80) = status attack
(08) = elemental resistance
(BF FC) = status resistances
(91) = weakness
second (80) = racial property
So, this implies the leading bit 0x80 is the elemental attack and status property... if I'm reading this correctly.
In summation:
0x80 = elemental attack (1 byte), then status attack (2 bytes)
0x40 = elemental resistance (1 byte), then status resistance (2 bytes)
0x20 = elemental weakness (1 byte)
0x10 = monster's magic power (1 byte)
0x08 = racial property (1 byte)
0x04 = counter script index (1 byte)
0x02 = unused???
0x01 = unused???
That should account for the extra 10 bytes in JCE's document.
If there are other cypher bites that I have missed, please let me know.