Probably late to the party, but here’s the best I could tell on those stat cards:
Balhannoth; Und; 53
Level: 13; AC: 27; DEF: 23; Speed: 4; HP: 50
Attack Actions
bM Tentacle Slam: +16 vs AC; 20 Damage
1M Tentacle Flail: Make a separate [B] attack against each enemy within Reach; RECHARGE if only 1 enemy is within Reach at the start of this creature’s turn
Abilities
Evil • Aberrant
+4 DEF (Will)
Reach 3
Special Powers
2 Warp?: Each enemy within 3 squares that takes an atack action other than a basic attack rolls 1d20.
1-9: Attack misses, and this creature can pull the enemy 1 square; 10+: No effect.
Reality Burst: Roll 1d20 at start of each of this creature’s turns to determine a random immediate action:
1-10: Place this creature up to 10 squares away in line of sight; 11-20: Make a [B] attack.
Ice Archon; Und Wild; 66
Level: 14; AC: 29; DEF: 25; Speed: 8; HP: 85
Attack Actions
bM Icy Warhammer: +19 vs AC; 20 Cold Damage AND Slowed (Speed 2)
Abilities
Evil • Elemental • Cold
Resist 10 Cold
Special Powers
Icy Wallop: +4 Attack against any enemy whose Speed is currently lower than its normal Speed.
Icy Ground: Adjacent squares count as difficult terrain for non-Cold enemies.
Mind Flayer Scourge; Und; 90
Level: 11; AC: 23; DEF: 23; Speed: 7; HP: 85
Attack Actions
bM Dagger: +12 vs AC; 15 Damage
R Focused Mind Blast: (range 5) +15 vs DEF (Will); 20 psychic Damage AND Stunned
1C Mind Blast: (large cone) +15 vs DEF (Will); 20 psychic Damage AND Stunned; 10 psychic on miss; RECHARGE when this creature destroys a Stunned enemy
Abilities
Evil • Mind Flayer • Mastermind
+8 DEF (Will)
Special Powers
Champion 2
1 Use before an attack against a Stunned enemy: +4 Attack and +10 Damage
1 Use when any player’s initiative check is 7 or less. Your warband gets +4 Attack this round.
(These are a quick dump from my database, so it’s sort of raw data in some parts, but you should be able to figure it out.)