Just about any animal belongs in a fairy tale world, but some animals are more prominent than others, including bears, foxes, leopards, lions, owls, pussy cats and wolves. Just use the normal stats for these "monsters".
About 1 in 6 animals is a talking animal. Larger talking animals conform to the normal stats, save they are intelligent and can speak. Smaller talking animals (and some of the larger predators) are more anthropomorphized. Pussy cats are clever and often quite magical (spells as a 1st to 4th level magic-user) and have a knack for the fiddle, bears live in comfortable houses and dine on porridge, foxes are able rogues (as a 1st to 4th level thief), etc
Animated Silverwear: HD 0 (1d4 hp); AC 5; Atk 1 slap, poke or stab (1 point of damage); Move 120; Save as 0-level human; Aligned with Clubs; Special: None.
Big Bad Wolf
Big Bad Wolves have a bad reputation in Fairy Tale Land, and a well deserved one. They are a particular menace to little pigs and knaves in red cloaks, but are happy to attack anything they think they can make a meal of.
Big Bad Wolf: HD 4; AC 3; Atk 1 bite (1d6); Move 120; Save as Fighter 4; Aligned with Clubs (Evil); Special: Small creatures who are bitten for max damage must make a save vs. death or be swallowed whole.
Billy Goat Gruff
Billy Goat Gruff: HD 3; AC 7; Atk 1 gore (2d6); Move 180; Save as Fighter 3; Aligned with Spades; Special: +4 damage on charge.
Bogeymen are savage looking humanoids that gather in Bogeyland, but sometimes make incursions into happier places. They often fight with firebrands (1d4 points of damage, save vs. petrification or catch on fire). Bogeymen use the stats for gnolls. Aligned with Clubs (Evil).
Bugaboos, or bugbears, conform to their normal D&D stats. They look like creepy bears, who lurk in the woods and frighten travelers. Aligned with Clubs (Evil).
Changelings are the issue of wicked fairies. When a fairy steals a human child to raise (these children grow up to become fairy knights), they leave a changeling in its place. Changelings are wicked and ill-mannered, and grow up to become spies and assassins. Changelings conform to the stats for doppelgangers. Aligned with Clubs (Evil).
Construct - Gingerbread Man
Gingerbread men are sometimes concocted by wicked witches, and sometimes created accidentally by bakers. They are quick and enjoy taunting others, but sometimes laid low by their over-confidence, and the fact that having a head made of dough doesn't lend itself to great intelligence.
Gingerbread Man: HD 0 (1d4 hp); AC 4; Atk 1 strike (1d4-1); Move 180; Save as Thief 2; Aligned with Clubs; Special: None.
Construct - Wooden Soldier
Wooden Soldier: HD 2; AC 4; Atk 1 wooden weapon (1d6); Move 120; Save as Fighter 2; Aligned with Spades; Special: Spell immunity, immune to fear and other mind effects.
Devil: HD 6; AC 0; Atk 1 trident (1d8) and tail (1d4 + poison); Move 120 (Fly 240); Save as Cleric 6; Special: Poison tail (save or paralyzed for 4 rounds), teleport (in a puff of sulfurous smoke), only harmed by magic weapons.
Dragons in Fairy Tale Land are of the fire breathing variety, though in coloration they are usually green. They have the normal stats for a red dragon, and the normal chance to speak and use magic.
The yellow dwarves are cruel tricksters who often fall in love with princesses, doing their utmost to force them into marriage. They are dogged and determined, and never let a slight go unrevenged. Yellow dwarves have sallow skin and stringly, orange-yellow hair. They are usually armed with short swords or hand axes.
Yellow Dwarf: HD 1; AC 6; Atk 1 weapon; Move 90; Save as Dwarf 1; Aligned with Diamonds (Evil); Special: Growth (double in size, fight as 4 HD monster, weapon deals double damage) once per day for 10 rounds or invisibility (once per day).