In this case, a very crappy monster has made the long and torturous transition from Blender to screen. Behold, the Cave Anemone (the five-tentacled starfish thingy):

It even casts shadows! Doesn't receive them yet, and frankly it needs better normal and diffuse textures than a few minutes in the GIMP can supply.
The screenshot also highlights the evil problems with normals at block boundaries (witness the horizontal and vertical smears visible to the left of the brave @dventurer) and the general horror that are the shadows. If you look closely, you can even see the wonderful mipmapping errors introduced by the sub-textures on the floor.
First goal will be to slap some more meshes in there, even if they're placeholders. I want one other monster type (Tentacle Mouse?), at least one inventory item and a player model. This will be enough to finally dispose of the glowing unlit spheres and @ model, and give a better clue as to scale issues.
