Bite/gore: the AA gains a natural bite/gore attack dealing 1d8+1,5 str mod damage, for a medium character, adjust acordingly for AAs of diferent sizes.
Claws/talons: the AA gains two natural claw/talon attacks dealing 1d6+Str mod damage, adjust acordingly for AAs of diferent sizes. Those claws/talons are also the AA's hands so they can't be used if she has them busy with something else.
At 8 HD those can be used for
Rake attacks.
Hoof/stamp: the AA gains two natural hoof/stamp attacks dealing 1d6+1/2 Str mod damage, adjust acordingly for AAs of diferent sizes. Hoof/stamp attacks are on the AA's legs so they can be used even if the AA's hands are busy with something else.
Tail: the AA has a tail wich can be used to deliver a tail slap attack dealing 1d8+1,5 str mod damage for a medium character, adjust acordingly for AAs of diferent sizes.
Tentacle: the AA has a tentacle wich can be used as a natural weapon dealing 1d4+1/2 str mod damage for a medium character and has double the normal reach. This option may be taken multiple times, each new time granting a new tentacle.
Scent: as the srd ability.
Swim: the AA can swim at it's base speed. It gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The AA can also now hold his breath 8 times longer than normal.
Cute: the AA is incredibly cute. It adds diplomacy and bluff to it's class skills and adds her Con bonus to those checks.
Fearsome: The AA looks quite scary. It adds intimidate and handle animal to it's class skills and adds her Con bonus to those checks.
At 8 HD the AA can Intimidate even oponents immune to fear, altough it takes a -5 penalty on such atempts.
Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you don't need to pick a specific oponent, your dodge bonus applies against all attacks unless you're denied your Dex bonus to AC.
Improved Grab:Choose one of the AA's natural weapons. To use this ability, the AA must hit with that attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
At 8 HD the AA ignores Freedom of Movement effects on its targets.
Improved trip:Choose one of the AA's natural weapons. To use this ability, the AA must hit with that attack. It can then attempt to start a trip as a free action without provoking an attack of opportunity. If the trip fails the oponent can't react.
Snake tail: instead of legs the AA possesses a snake tail, wich reduces it's speed by 10 foot. In return it gains the Improved grab ability above, applied to her tail, and whenever it wins a grapple check against a creature it can constrict for 1d3+1,5 str modifier for a medium AA, adjust acordinly for AAs of other sizes.
Attach(must have bite or tail attack): If an AA hits with a bite or tail attack, it uses its powerful jaws/tail to latch onto the opponent’s body and automatically deals bite/tail slap damage each round it remains attached (this damage ignores any DR of the target). An attached AA loses its Dexterity bonus to Armor Class. An attached AA can be struck with a weapon or grappled itself. To remove an attached AA through grappling, the opponent must achieve a pin against the creature
At 8 HD the AA ignores Freedom of Movement effects on its targets.
If both Improved Grapple and Attach were taken, oponents never get a bonus on grapple checks for being bigger than the AA.
Pounce:When an AA charges it may perform a full attack.
Ink Cloud: the AA can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 feet long per HD once per minute as a free action. The cloud provides total concealment. All vision within the cloud is obscured.
Poison (must have bite attack): The AA's bite delivers poison with a fort save of 10+1/2 HD+Con modifier. It's initial and secondary damage are 1d2 of one physical ability score, chosen when this ability is taken. Once done this choice cannot be changed. If it's Con then reduce the poison damage by half, rounded down. For every two HD beyond 1st, both poison damage die increase one step category.
At 10 HD this can affect oponents immune to poison, but they gain a +5 bonus on their saves.
Enduring: choose one of the AA's base saves. That save gains good progression.
Scare Predator: The AA can inflate, or greatly raise its fur or a large membrane, or spray forth a small quantity of blood from its eyes, either as a standard action 1/minute. Whatever you choose, it is disconcerting to those who're close. Oponents inside your reach must make a DC 10+1/2HD+Con modifier Will save or be Frightened for 1d4 rounds. Even if they save, they're left Shaken for 1d4 rounds.
At 8 HD this can affect creatures immune to fear, but they gain a +5 bonus on their saves.
Spines: The AA is covered with sharp spines. An opponent that hits it with a natural weapon, noreach melee weapon or an unarmed attack automatically takes 1d2 points of piercing damage. This damage increases one step category for every 2 extra HD of the AA beyond first. Grappled oponents automatically take spine damage every time a grapple check is made.
Versatile feet:The AA ignores dificult terrain. At 8 HD the AA may replicate a Freedom of Movement effect as a free action for a number of rounds per day equal to twice its HD, even if unable to take actions. The duration can be divided between several uses.
Ferocity: the AA can keep fighting while disabled or dying whitout penalty, and only dies when it reaches negative HP equal to 1/4 its normal HP or -10, wichever is more advantageous.