Here are some the designer himself whipped up:
Tyrannosaurus: Huge creature; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 40 ft.; Atk +13 melee (+11 dmg, bite); SV Dmg +11, Fort +15, Ref +12, Will +8; Str 20, Dex 12, Con 19, Int 2, Wis 15, Cha 10. Skills: Listen +11, Spot +11. Feats: Scent. Powers: Claws +1, Super-Strength +4.[/quote]
Dragon: Huge; PL 15; Init +0; Defense 13 (-2 size, +5 base); Spd 40 ft. (fly 40 ft.); Atk +14 melee (+15 dmg, claws), +10 ranged (+14 dmg, flame breath); SV Dmg +5, Fort +20, Ref +14, Will +18; Str 18, Dex 10, Con 20, Int 18, Wis 19, Cha 18; Skills: Knowledge (Occult) +12, Listen +10, Spot +8; Feats: Detect (Magic), Immunity (Fire), See Invisibility; Powers: Amazing Save +14 (Fortitude, Reflex, Will) Energy Blast +14 (Flame Breath), Flight +8 (Flaw: Wings), Growth +8 (Flaw: Permanent), Natural Weapon (Claws) +3, Super-Constitution +1. Some dragons also have Sorcery.
Adjust as desired for size and power level.
Ghost: PL 6; Init +0 (Dex); Defense 10 (+0 Dex); Spd 30 ft. (fly 40 ft.); Atk +4 melee (phase attack); SV Dmg +1, Fort +3, Ref +1, Will +4; Str 10, Dex 11, Con 12, Int 10, Wis 11, Cha 16; Skills: Hide +8, Listen +8, Spot +10; Powers: Incorporeal +8 (Extras: Float, Ghost Touch, Immunity, Invisibility, Phase Attack; Flaw: Permanent).
Mummy: PL 5; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 20 ft.; Atk +6 melee (+3 dmg, punch); SV Dmg +10, Fort —, Ref +1, Will +7; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15; Skills: Hide +8, Listen +9, Move Silently +8, Spot +9; Powers: Drain Constitution +8; Weakness: Vulnerable (Fire).
Shadow: Medium, PL 4; Init +2 (Dex); Defense 13 (+1 dodge, +2 Dex); Spd 30 ft. (fly 40 ft.); Atk +3 melee (drain strength); SV Dmg +1, Fort —, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feats: Attack Finesse, Dodge; Powers: Drain Strength +5, Incorporeal +8 (Extras: Float, Ghost Touch; Flaws: Permanent).
Skeleton: PL 1; Init +5 (+1 Dex, +4 Improved Initiative); Defense 13 (+2 base, +1 Dex); Spd 30 ft.; Atk +0 melee (+0 dmg, claws, or by weapon); SV Dmg +0, Fort —, Ref +1, Will —; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11; Feats: Improved Initiative.
Succubus: PL 15; Init +1 (Dex); Defense 20 (+8 base, +1 Dex, +1 dodge); Spd 30 ft. (Fly 50 ft.); Atk +7 melee (+2 dmg, claws); SV Dmg +6, Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20; Skills: Bluff +11, Disguise +11, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16; Feats: Dodge; Powers: Natural Weapon (Claws) +1, Drain +6 (Wisdom), Shapeshift +8, Sorcery +8, Super-Senses +5.
Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes).
Werewolf: PL 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 14 (+2 base, +2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +7, Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, Wis 10, Cha 10; Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +10; Feats: Attack Finesse, Blind-Fight, Improved Initiative; Powers: Natural Weapon (Claws) +2, Protection +5, Super-Senses +8; Weakness: Transformation, Vulernable (Silver).
Zombie: PL 1; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, punch or by weapon); SV Dmg +1, Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.[/quote]