So what your saying having "corrupted" templates that can be put on most creatures, and then doing that with other templates and having the occasional creature have these templates.
Well, I don't know if that's anywhere near what you were going after. But here's some NPC theory for ya. It's certainly expected to have the same creatures carry small difference between each of them. But imagine letting loose an ogre in Central Park. What when we see lots of varied, unique individuals getting killed by an orge, the ogre see's a bunch of the same creature over and over getting smashed by his attacks. If one of those little monkeys was suddenly all different (armed to the teeth, grossly mutated, or wearing unique garb) I would assume he'd notice it without having to think too hard or move his cursor over them and hit 'L'. :)
But what good way is there to tell a player that some moppet is not just different, but vitally different? In ADOM, it's a different race, so make it a different color. Or make it change color each turn (karmic beings). That worked most of the time, and plus it's not THAT important to know if the thing's a Hyena or a Coo-Shoo (sp?), but then I was hoping it was a blink dog so I might get to eat it.
So what now? What options do we have? If a goblin is actually wielding a dangerous weapon that we should like to know about, or is corrupted partially, or what have you, shall we adjust the color a little? Perhaps make the creature's color flash on the turn that we'd be close enough to notice a difference? Something must prompt the player to look closer at this potentially vitally different opponent.
Or we ditch the idea and keep picking off humans like an ogre in central park--if it's a special human, it's its own creature altogether as far as we're concerned.