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I BELIEVE that the Total Stats, are the actual stats at level that the creatures generally spawn on at easy difficulty -- eg. 2 for Mummies). I believe that the bonus stats are the stats added to the creature at level 0 to bring the level 0 base stats up to the 'Total Stats'. (level zero is used for Diggle Hell, and for Mysterious Dimensions, but not for Wizardlands). So monsters, obviously, are tougher at higher difficulty levels than they are depicted on Dredmorpedia. Also they are easier than they are depicted on Dredmorpedia, in Diggle Hell and in Mysterious Dimensions.
As far as Wizardlands are concerned, their level is based on the level where their graffiti code was obtained, regardless of the level of the dungeon that you are when you use that code.
Monsters in Dredmor gain their stats in similar way that player do and by that I mean they are distributed through investing into a warrior, rogue or wizard skills (in dredmorpedia under a monster image there are red, blue and yellow bars with a number next to them, those are "skills" they have). The difference is that monsters skills does nothing but providing primary stats (burliness, sagacity etc.) and because of that there are limitation to what stats they can gain through skills only. Bonus stats is type of "equipment" they wear which allows a certain types of monsters to have more unique stats.
I think difficulty only affects monster health by changing overall health multiplayer and extra health they gain with every level. If you look into tweakDB.xml in the game files you will find different values for "monster HP global scale", "monster additional HP percent per level", "monster additional HP per level" for every difficulty and nothing more.
As I said, I could be wrong. So if you can find an explicit explanation of that, rather than equally abstract stats, that would be helpful. I'm not saying that you are wrong, just that your evidence hasn't convinced me that you are right.