Not sure what source that is but just look at how the database is structured.
Example from the Monster database from coEmu2
Code:
2360 UndeadAhriman 2360 95 15432 1 0 0 1 800 1500 55 2100 2 10 1 1 100 10000 5000 20 1250 0 2 0 56 1 5030
2360 = id
UndeadAhriman = name
2360 = mech (the monster model used)
95 = Level
15432 = hp
1 = wander (true/false) (if it wanders slowly around the map)
0 = hunter (true/false) (if it seeks out people to kill)
0 = guard (if it behaves like a guard lol)
1 = agressive (attacks players and chases them, etc)
800 = atk min
1500 = atk max
55 = mdef
2100 = pdef
2 = arange (attack range)
10 = viewdistance (how far it can see players from to chase them
1 = canrun (if it can walk/run)
1 = dropminlevel (should be related to minimum level player has to be to get drops from it? Not implemented in CoEmu as far as I remember)
100 = dropmaxlevel (max level player has to be to get drop? again, not implemented from what I remember)
10000 = maxmoney
5000 = avgmoney
20 = dchance (chance of some sort of drop, not implemented)
1250 = speed (attack speed from what I remember)
0 = jrange (should be related to jumping monsters)
2 = sizeadd (can make mesh smaller/larger for diff size mobs)
0 = dex (accuracy)
56 = dodge (arrow resist)
1 = lvlb (not implimented)
5030 = atype (attack type)
Super simple to understand for most of them, those you don't understand I'd suggest playing around with some values and see what happens.
As for a complete database, just download almost any source and it should contain a monster database. If it's not formatted the same as your database then simply modify it to fit and then paste the values into yours.