Half-Magical Beast (CR +1 to +2)

“Half-magical beast” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-magical beast creature retains the base creature's statistics and special abilities except as noted here. Most half-magical beasts are created through powerful druidic magic, but a few are born of a mortal who took animal form and loved a magical beast

CR: 9 HD or less, as base creature +1; 10 HD or more, as base creature +2.

Alignment: Any.

Type: The creature's type changes to magical beast. Do not recalculate HD, BAB, or saves.

Senses: The creature gains darkvision 60 feet and low-light vision.

Armor Class: 9 HD or less, natural armor improves by +1; 10 HD or more, natural armor improves by +2.

Defensive Abilities: A half-magical beast creature gains a +4 bonus on saves against mind-affecting effects, resist cold 5, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).

Speed: A half-magical beast's base speed is that of its base creature form, and gains either burrow 20, climb 20, or swim 20 as a second speed mode.

Special Abilities: A half-magical beast creature gains one of the following abilities for every 4 HD or fraction thereof.

Breath Weapon

A half-magical beast can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the half-magical beast's breath weapon a second time while petrified. A creature exposed to the half-magical beast's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

Camouflage (Ex)

A half-magical beast creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.

Evasion (Ex)

A half-magical beast creature gains evasion, as the rogue ability of the same name.

Grab (Ex)

A half-magical beast can grab a foe of up to one size category larger than itself (Medium size for most half-magical beasts). It gains a +4 racial bonus on grapple attempts.

Gaze (Ex)

Once per day, a half-magical beast can charm a creature, as the charm person spell. This has a range of 30 feet, Will save (DC 10 + 1/2 the creature’s HD + the creature’s Charisma modifier) negates. The save DC is Wisdom-based.

Leap (Ex)

A half-magical beast can perform a special kind of pounce attack by jumping into combat. When a half-magical beast charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with up to four claw attacks against foes in reach, but cannot make a bite attack.

Roar (Su)

A half-magical beast can unleash a devastating roar every 1d4 rounds as a standard action. All creatures except the half-magical beast within 120 feet must succeed at a DC 17 Fortitude save or become fatigued. Those within 30 feet who fail their saves are also deafened for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.

Savage Bite (Ex)

A half-magical beast bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Spit Acid (Ex)

Once every 6 hours, a half-magical beast can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once a half-magical beast uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, a half-magical beast does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.

Sprint (Ex)

Once per hour, a half-magical beast can move ten times its normal speed when it makes a charge attack.

Trackless Step (Ex)

A half-magical beast creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires.

Woodland Stride (Ex)

A half-magical beast creature can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the half-magical beast creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.

Spell-Like Abilities: A half-magical beast creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher). (*Advanced Player’s Guide, †Ultimate Combat)

HD Abilities
1-2 Know direction 3/day, speak with animals
3-4 Feather step*, magic fang
5-6 Lock jaw*
7-8 Magic fang (greater)
9-10 Strong jaw*
11-12 Find quarry
13-14 Commune with nature
15-16 Animal growth
17-18 Transformation
19-20 Frightful aspect

Abilities: A half-magical beast creature gains a +4 bonus to Dexterity and a +2 bonus to Strength and Intelligence. Half-magical beast creatures derived from creatures without an Intelligence score gain an Intelligence of 3.

Skills: A half-magical beast with racial Hit Dice has skill points per racial Hit Die equal to 4 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.