Here are some creature templates to help you create your own creatures more quickly, as well as tips on what kind of Traits different creature types usually have. These are guidelines, not rules. Feel free to change the templates or completely ignore them as you wish.
Humanoid
Humanoids usually do not have any Traits and are, therefore, usually the easiest to build.
Angel
Angels tend to have high Charisma and Will. As emissaries of light, they are usually resistant to the evils of Curse damage and Holy damage as they themselves are holy. They are vulnerable to Spirit damage because of their supernatural nature and Shock because of their wings.
This template is of a classic flying angel. They have noticeably low armor and are bound to the will of a good god. As magical beings, they also have Natural Abilities and do not require equipment.
Alien
Aliens are usually vulnerable to Poison damage as their unearthly immune systems are not adapted to deal with earthly diseases. Other than that, aliens can vary widely as they are defined by breaking biological norms instead of by what kinds of patterns they do follow.
The first template is of a classic grey alien. As these are relatively close to humanoids, they do not have any Traits other than their vulnerability to poison and their resistance to shock damage absorbed by their advanced shield technologies.
Aliens can often be eldritch horrors beyond our understanding. This template tries to represent such creatures. Their mere presence causes madness to build up in humanoids, animals, and mutants. They are resistant to Holy and Spirit damage as their existence itself is even above the supernatural. They are vulnerable to Poison, Chemical, and Reality damage. The first two are because of the traditionally fleshy design of such creatures, and the latter because Reality damage can pierce through their reality beyond this dimension. They also feed on things other than food and water. You decide what that is. Maybe energy, time, or human souls. Get creative.
Animal
Most animals do not have arms but instead wield natural weapons and armor. Other than that, they usually do not have vulnerabilities and resistance because of their mundane nature. These three templates are for aquatic, flying, and land animals.
Animated
Animated creatures can vary widely depending on their main material and what they have been built for. I suggest looking at the common damage resistance, immunities, and vulnerabilities of objects depending on their material. I usually ignore the Psychic immunity and turn the Poison immunity into resistance because they gain magic minds, and the polluting force of poison can still somewhat disrupt the magic that keeps them together, even if it is inefficient.
Here are two templates for Animated creatures based on metal and stone.
Demon
Demons often have resistance to Curse and Heat damage because of their hellish nature. This also gives them vulnerability to holy and cold damage. They are bound to the will of evil. This makes them weak against blessed objects. They are usually also innately magical, gaining Natural Ability.
Ghost
Ghosts’ ethereal nature makes them resistant to Cold, Poison, and even Physical damage. They can also naturally move through solid objects and gain natural weapons, armor, and abilities. To compensate, they have low Armor, Vitality, Narrative Momentum, and Willpower, as well as a weakness to damage types that can overcome that ethereal nature, being Holy, Psychic, Reality, and Spirit.
Mechanical
Mechanical creatures can be designed in a variety of ways. They are usually immune to Poison, as they do not have any biological components or magic that can be disrupted by that, and they are resistant to Chemical damage since metal is hard to dissolve. They do have a vulnerability to Shock and Heat damage, which can overheat their systems and disrupt their electronics.
There are four templates. One for humanoid-looking Androids, one for pure combat machines with built-in weapons, one for flying drones, and one for stationary turrets.
Mutant
The random nature of mutants leads to a variety of potential ways of building them, so they do not follow a clear pattern.
But here are some templates for different kinds.
Mystical
Mystical creatures can vary as wildly as the legends and fairytales that inspired them. But one Trait I recommend is Valuable Parts to reflect how, even historically, parts of magical beings were valued highly, like unicorn horns and dragon bones.
Plant
Primordial
Primordials can vary widely depending on which elements they represent. They usually require a lot of Trait points to represent their weird nature, like immunity to Physical damage for air elementals or the constant burning of fire elementals. I recommend using the Trait Unskilled to pay for those. It is fitting since primordials are usually closer to forces of nature than actual sentient beings.
