In order to create these lists I have used the following logic:
Creatures in the Open Dungeon game that are accessible to the player require a level of tactical utility. I have broken down that utility into the following archetypes and filled in the blanks for each faction (note that some factions do not have creatures filling every archetype role). The precise personality of each creature and function within that role can be determined at the individual creature level and would be something to be done when a system for creature statistics and happiness is worked out.
Creature Archetypes:
Tank - Can take a lot of damage. Can sometimes deal a lot of damage, but basically a meat (or other substance) shield
Ranged - Fires projectile weapons for distance damage
Scout - used for exploring territory quickly - often skirmishers (or really bad skirmishers)
Magic - Magical attacks (often ranged) and research
Skirmisher - light fighter, often for flank attacks
Support - bolsters the other creatures, possibly in terms of courage, effectiveness and/or healing
Worker - Assuming we're going with three (and only three) Kobolds, a worker creature adds some interesting options, as they help a player expand and do things, but can cost resources to maintain and/or take up creature slots if these are limited
Blitzer - Does massive damage, but can't always take massive damage
Commander - Increases the effectiveness (and possible AI) of surrounding creatures
Other - anything else, wacky stuff.
Human Creatures
Warrior - Tank
Archer - Ranged
Rogue - Scout
Wizard - Magic
Maiden - Support
Cleric/Priest - Support
Miner - Worker
Monk - Blitzer
Knight - Commander
Homunculus - Other/Worker
Note: Humans currently lack a skirmishing creature, although the rogue can fill this spot in a pinch.
Children of the Deep / Copar Creatures
Minotaur - Tank
Spider/Lizard Rider - Scout/Skirmisher
Naga - Magic
Goblin - Skirmisher/Worker
Shaman (Troll) - Support
Berzerker (Orc) - Blitzer
Stone Priest (Troll) - Commander
Warlord (Minotaur) - Commander
Earth Elemental - Other/Tank
Note: The Children lack a ranged unit - being a collective of native underground races living in twisting passageways and dark caverns, a specialised ranged unit makes little sense. A lot of other fantasy use underground races that invade the surface or hunt on the surface or were once surface dwellers to get around this, but any long ranged missiles make little sense for a native underground race.
Construct Creatures
Stone Golem - Tank/Ranged
Spider Golem - Scout/Skirmisher
Gold Golem - Magic
Servitor Golem - Support/Worker
Mechminer - Worker
Steel Constuct - Blitzer
Diamond Golem - Commander
Undead Creatures
Zombie - Tank
Wight - Tank
Skeleton Archer - Ranged
Wraith - Scout/Magic/Commander
Necromancer - Magic/Commander/Support
Skeleton - Skirmisher
Ghoul - Skirmisher/Worker
Bone Golem - Blitzer
Vampire - Blitzer
Denizens of the Deep Creatures
Hydra - Tank
Basilisk - Ranged (potentially magic)
Manticore - Ranged/Blitzer
Giant Lizard - Scout/Skirmisher
Giant Spider - Skirmisher (possibly scout depending on the type of spider used)
Giant Beetle - Skirmisher/Scout
Kobold - Worker
Dragon - Tank/Commander
Note: The denizens list represents the other native creatures of The Deeps that are not affiliated with any faction. They can be used to provide challenges for the player, as a resource for the Children of the Deep and as creature fodder for the Undead.
How to read the following creature descriptions
Each creature below will be given a brief introduction describing what I envision them to be (debate and suggestions are open

Their faction is listed, as although each has a primary faction, one or two could be members of multiple factions. More creatures like that are needed to make things a bit more interesting.
Each creature is then given an alignment rating both on the two axis (Lawful - Chaotic / Good - Evil) and three axis (Altruism - Egotism / Order - Chaos / Peace - Violence) scales. With debate still raging as to which scale to use, I'm going to put in both to look at interaction effects. Personally I prefer simpler, but I'm doing both so there's actually a system to debate with.
Each creature is then given a Faction Coefficient for each of the four main factions (Denizens generally won't be playable, bar Kobolds), from -1 to 1 which shows how well disposed that creature is to creatures of that faction (-1, hate, 1 love).
Each creature is then given 2 or 3 alignment coefficients for each of the alignment axes to show how well disposed they are towards the Keeper's alignment (as represented by his/her starting alignment modifiers, hired creature alignment mix and any alignment affecting rooms).
All factors and coefficients range from -1 to 1.
For alignment coefficients:
2 Axis system:
Lawful/Chaos Axis: 1 is Lawful, -1 is Chaotic
Good/Evil Axis: 1 is Good, -1 is Evil
3 Axis system
Altruism/Egotism Axis: 1 is Altruistic, -1 is Egotistic
Order/Chaos Axis: 1 is Orderly, -1 is Chaotic
Peace/Violence Axis: 1 is Peaceful, -1 is Violent