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