Mobs are defined with a nodebox table and a name as the only requirements. You can add a set of nodes that they're interested in and will travel to. This is where they spawn, by default. You can also specify hit dice and armor class, among other things. (AD&D 1st since 1982! Woot!)
The mobs will attack players if attack_player is set. They will always fight back when attacked if they have double-digit hit points, otherwise they panic and run.
There are only a handful of mobs at the moment, mostly copied from Cute Cubic Mobs (so cute!).
"What?!", I hear you cry. "Another f***ing mob API?! We need another mob API like a hole in the head!" Relax, and take your medication, Phil. This is more of an experiment than a serious API. It is not ready for anyone (except me) to use in actual play. Consider it a chance to observe all the things that you shouldn't do in a real mod.
"But... it doesn't have [feature]...", you say? It doesn't, and it probably won't, and if it eventually does, it won't be implemented the way you want... and will be buggy. Check out Mobs Redo, which has [feature] already.
"Nodeboxes!", you sneer. "Nodeboxes are a**. I wouldn't stink up my professional server with a nodebox mob. They don't even animate. You suck!" Hey, my sexual proclivities are none of your beeswax, Charlie. Anyway, Blender has always bamboozled me, so I love the idea of making all of my mobs nodeboxes (which I'm reasonably good at). Again, you're looking for Mobs Redo.
The source is available on github.
Code: LGPL2
Mod dependencies: default
Download: https://github.com/duane-r/nmobs/archive/master.zip