1) Briar Wolves-includes description of the sounds they make. They are highly aggressive, oft ignoring pain and injury. Capable of great stealth combined with speed and endurance to run prey down, like real wolves. Unlike wolves they seem to prefer terrifying their prey, taking sadistic glee in tormenting and brutalizing victims. Briar Wolves are physical creatures vulnerable to many attacks, not just iron. I have felled one by blunt trauma and seen others fall to gunfire. Their noses are as sensitive as a real canine, a weak point and a means of repulsion with the right tools. Just like real canines they should be susceptible to pepper spray and other nose irritants. They are repulsed and physically hurt by the scent of fresh skunk spray. Repellants for wild animals that cause sinus pain may deter pursuit.
2) Mix-n-match Critters- Seen a single example: goatrilla. An ultra violent, literally blood thirsty chimerical monster. It has a physical form (and strength) of a gorilla, a goat head, and reptile claws on its hands/feet. Coloration is unknown as it's fur was stained with dried blood. It reeks of its victims, so if you smell old blood one may be near. It focused on whoever is holding a deceptive scroll paper. The ink on the sheet will change to make it look like what the viewer desires. Trading off the sheet seems to redirect its focus, but there may be a delay. The Goatrilla will kill or destroy anything between it and the carrier of the sheet. The sheet disintegrates upon removal from the Hedge, affect on goatrilla unknown. Given the nature of the Hedge other mix-and-match monsters likely exist. Expect the most dangerous traits of the animals they derive from.
3) Moving Trees: exist within the Hedge in both beneficial and belligerent forms. The beneficial ones talk with visitors. As with anything in the Hedge, use caution. Don't climb upon nor pluck fruit from a Moving Tree without permission. Unless you are certain the talking tree is non-violent it is best to keep out of branch range too. Belligerent versions are more mobile, hide among other trees, and favor ambushes. Both are as tough to defeat as a tree. Fire can work but fresh wood burns slow and you'll have a flaming tree trying to kill you. Lightning or bombs may be better if you use enough power. Destroying branches could lessen the moving tree's ability to attack or defend itself. This is really just a battle of attrition and best to avoid completely with the beneficial moving trees.
4) Fairweather: a dragon-like Keeper. He once passed for a Draconic Fairest, scaled with small horns, and has full knowledge of the Contract Becoming the Primal Foundation, with an apparent booster from a book. Hopefully it was the book Brother Lucas destroyed. He is as "vulnerable" as any True Fae save when in Primal Foundation. To defeat him when he is made of fire, extinguish the flames. This will not slay him but restore him to his original form. It is thus best to devise a method to extinguish the flames that will do him harm upon reversion: extreme cold comes to mind. Cold iron weapons may harm him in Primal Foundation, but the problem is hitting him. Contracts of the Wild and the Tears of Autumn are viable outdoors options for extinguishing the flames. Water/Ice/Cold manipulation contracts (Elemental or Winter) can make useful outdoor or general attack tools. Assassination is a better option: ambush and slay him before he shifts. Include a back-up plan to extinguish his fire form and cold iron projectiles. Don't go solo: make a coordinated, tandem attack from multilpe sources. Suggestion: investigate the availability of cast or wrought iron products and if they qualify as cold iron.
5) Hobgoblins: rarely benevolent, some belligerent, often indifferent. Hobgoblins live to haggle. If a hob is desperate to sell something to you cheaply you don't want it. Hobgoblins offer nothing for free, there is always a price demanded or a debt to be made. The concept of charity is confusing to them, they don't know how to react to such kindness. Rumors say you can make friends with hobgoblins, how is unknown and probably difficult given they are always out for themselves. Appearance varies widely.
6) Hedge Animals: nearly identical in appearance to normal animals but are closer to hobgoblins. Can be made allies to Changelings by bribery, coercion, or friendship. I have seen them serve as mounts. Intelligence varies between each Hedge Animal. Assume they are smarter and are tougher then their mundane counterparts.
7) Will-O'-Wisps: balls of light from mythology that wish to be lead travelers to danger. Appropriate for the Hedge and I've seen glowing goblin fruit tend to reside in dangerous areas. If a light you pursue keeps moving away from you, it is probably something like a Will-O'-Wisp and very dangerous. There may be some Elementals with similar abilities to a Will-O'-Wisp.
8) Sprights: tiny classical fairies that sometimes aid lost travelers out of kindness. They are not hobgoblins. Where is hob is greedy, a spright is charitable. They expect nothing in return for their help and react with genuine gratitude when shown charity themselves. It is likely they can be hostile under certain conditions. They are flighty, simple minded, with a low attention span. Be warned their aid is genuine in intent but not always in effectiveness. Twice they tried to lead be through a dangerous patch of thorns because they forgot I was too big to fit. Their arguments lacked the guile of deceit, they were surprised both times I pointed out I was too big. If they offer aid that is likely to cause harm it is out of ignorance rather then malice. Any twins seem to refer to each other in self-pronouns of I, me, my, mine. Constant repetition may reinforce the memory of favors/grudges. A group at "big-tree" likes pizza. Queen Jasons has the loyalty of several and is likely a expert upon sprights.
9) Bird-head Men: ferrymen at slave-markets that transport captives to Arcadia for Keepers. Capable of flight via clouds that they control like rafts, even taking "passengers." Have the ability to cancel the ride affect on others: dropping you through the cloud. Dinks.
10) Teeth cabbage: cabbage like plant that cluster on the floor of the Hedge. Have sharp thorns that function like a bear trap. Reacts to touch, be it flesh or a stick. Immobile and easily avoided.
11) A list with brief descriptions of mythological creatures from Celtic and West Coast Native American folklore.
12) Description of several Contracts. In depth guide up to fourth level of Hearth, Smoke, and Den Contracts. Detailed information up to third level for Universal Contracts and names for several non-Beast Affinity Contract groups (e.g. Artifice, Darkness, etc). Details are provided for Control the Elements, Become the Primal Foundation, and Tears of Autumn.
13) Wrought/Cast Iron "arrowheads" are sold as lawn and garden fence accessories. Doubt they are weighted right for a bow or crossbow, but someone builds them. Find the supplier you might be able to bulk order more useful versions.