9 traits, from Wand to Wraith.
Wand · Water · Wayfaring · Werecreature · Wight · Witch · Wizard · Wood · Wraith
Trait
A wand contains a single spell which you can cast once per day.
Core Rulebook, page 638.
Trait
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.
These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
— Bestiary, page 344.
Core Rulebook, page 638. Reprinted in B2, G&G. Expanded in GMG.
Trait
Wayfaring entities are focused on exploration and discovery.
LOCG, page 135.
Trait
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Trait
A wight is an undead creature that drains life and stands vigil over its burial site.
Trait
This trait indicates abilities from the witch class.
Advanced Player’s Guide, page 271.
Trait
This indicates abilities from the wizard class.
Core Rulebook, page 638. Expanded in SoM.
Trait
Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
Rage of Elements, page 238.
Trait
A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life.