Quote: "I would be happy to here any ideas about why the file size is so big."
From what I can see, it looks like Blender's telling you that your model is made up of 2,538 polygons.
Assuming that number is quads and not triangles (convert to tris by selecting the mesh and pressing ctrl+t), each one of those enemies would be around 4,500 polys or so.
4,500 x 20 = 90,000 polygons rendered.
Showing a wireframe of the mesh wouldn't hurt. Looking at the model, it doesn't seem like you should need more than 1,000 tri/polys or so to achieve the same result. If I had to guess without seeing a wire frame, I'd say that thing's 'teeth' have too many verts.
EDIT: Just noticed the download. The faces are tris, so
2,538 x 20 = 50,760 polygons rendered. Assuming you're using FPS Creator, that would explain your slowdown. Have you tried placing just two or three of these enemies in the engine and getting a count on your FPS from there?
Also, you want to get into the habit of deleting any faces that will be unseen by the player. The teeth for example, were hiding 1,000 faces (see attached screenshot) in them that the player will never see. If you take those out of your mesh as I did, you'll cut your creature's polycount down to about half. The number of verts that make up each of the teeth was also a bit high. You should be able to get away with 10 verts for the cylinders that make up the teeth, or even fewer, depending on the scale of these monsters in game, and how well you can mask lower poly mesh areas with your texture work. Hope this helps.
Kravenwolf