I think you're right on all of these, although your breakdown on Init and SV has me confused as to what you mean -- in each case, you take the bonus for the thing and add it to a d20 roll to get a total result, i.e., a character's initiative, or their Fortitude Save, etc.
SP is just anything 'Special' about the creature... special attacks, special defenses, etc.
Slam means that creature just bashes at you with its appendages, not with weapons, per se.
And for the Morale, I'm sure it should have said 'Will save bonus', i.e., the bonus that creature/character gets when rolling a d20 for a Will Save (not make a Will Save and add another d20 roll on top).
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!
Here Be DCC Monsters...
General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork
Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)