Here are a couple that I made for my homebrew campaign, which uses MC's AU, plus races from normal D&D and other places. Sorry if these aren't cleaned up too well; I'm short on time. I used the Elder Beast and Dragon-Blooded templates. I've also used the Shadowborne and Gigantic templates on a single creature. When I get that one typed into the computer, I'll try and post it, too.
Glessig the Hound
Canine Elder Beast
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 19 (+1 size, +3 Dex, +5 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Dominate Kin
Special Qualities: Scent, Speech
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 16, Wis 16, Cha 14
Skills: Animal Empathy +2 (+6 w/dogs), Listen +7, Spot +7, Swim +5, Wilderness Lore +3 (+11 when tracking by scent), 2 languages, 30 more skill points
Challenge Rating: 1
Languages known: Canine, Sylvan, Austral, Gnome
Dominate Kin (Su): (Optional) Glessig can dominate normal dogs of every breed. This ability works like the dominate animal spell, allowing Glessig to control a number of other dogs equal to twice his HD. This ability affects creatures normally immune to mind-influencing effects.
Speech (Ex): Glessig can speak like a human. His voice is deep and his Rs are sometimes over enunciated; when moved by strong emotion, his speech may begin to sound like a hound's howl. He can also speak with any type of dog.
The Kuerevek
Kuerevek are about a foot taller than their verrik cousins, and are more muscular as well. Their skin color ranges from a pale red to a deep, blood red.
Kuerevek and mojh are bitter enemies. Each see the other as grotesque pretenders to draconic heritage.
The Kuerevek are small in number. They are long-lived and reproduce infrequently.
Kuerevek hide their presence from the outside world, except when they feel they have an overwhelming advantage; in which case, they attack openly.
Kuerevek (dragon-blooded verrik)
+2 Wis, Strength +2
Medium size
Base speed: 30
Sensory Control
Spell Access: Kuerevek spellcasters always have access to complex psionic spells
Natural armor +1
Special Attacks: The Kuerevek may gain feats that allow them to access a breath weapon, natural armor, and natural weapons
Special Qualities:
Innate Spell-like abilities: 1/day ? contact, sense thoughts, lesser telekinesis; use character level as caster level
Dragon Blood (Ex): For all special abilities and effects, a creature with the dragon-blooded template is considered to be a dragon. It is also considered to be of the base creature?s type.
Resistances (Ex): A dragon-blooded creature has resistance 10 to one type of energy (any type appropriate to dragons in the campaign).
Vision (Ex): Dragon-blooded creatures have darkvision at 60 ft. and low-light vision. If the base creature already has better vision, use that instead.
Saves: Same as base creature with a +4 racial bonus versus sleep and paralysis spells and effects.
ECL: +1.
Kuerevek may show their wyrm heritage in many ways. Here are a few feats to spice up those of draconic heritage. These feats must be taken at 1st level by the Kuerevek, but a DM might allow some ritual or spell to grant a character access to such abilities at a later time. Kuerevek characters with the sorcerer class might be allowed to take these feats at any time?changes in the blood mean changes in ability.
Dragon's Breath [Dragon-blooded, Half-dragon]
You have the supernatural ability to use a breath weapon somewhat like the dragon in your bloodline.
Requirements: Dragon-blooded (or half-dragon, see Special below). For the dragon-blooded, this feat must be taken initially at 1st level, but subsequent feats can be taken at later levels.
Benefit: You breathe a short burst of a breath weapon, doing 1 die of damage as if you were a half-dragon one size category smaller than you are according to Table DB- 1 in Half-dragon Variants. Anyone caught in the breath may make a Reflex save (DC 10 + one-half of your HD + your Constitution modifier) to take half damage. The weapon may be used a number of times per day equal to one plus half of your Constitution bonus (minimum 1). Your damage increases by 1 die for every 6 HD or character levels you possess.
You may use your breath weapon once every 3d6 rounds, but each time you use the weapon after your first use for the day, you are fatigued until you can rest for one hour (?10 minutes per point of Constitution bonus; + 10 minutes per point of Constitution penalty, minimum 10 minutes). You suffer exhaustion if you use the breath while fatigued.
Special: This feat may be taken multiple times. Each time you choose the feat, choose one of these effects: the breath is treated as if you are a half-dragon of your normal size and you gain one use per day (may be taken only once), you gain an additional die of damage (may be taken twice), or you gain two uses per day (limited only by your number of feats). You are vulnerable to half of any damage your breath does that exceeds your energy resistance. (That is, if your fire breath does 12 points of damage, you take 1 point.) A half dragon may take this feat, but may only choose a damage increase or additional uses per day. Half dragons never suffer fatigue for using their breath weapons.
Example: Fergal is a dragon-blooded (red) human with a Constitution of 14, and he takes this feat at 1st level. He breathes fire 2/day in a 15 ft. cone that does 1d6 points of damage (Reflex half, DC 12). At 3rd level, he takes the feat again for a ?size improvement?, increasing his damage to 1d8, the cone's range to 20 ft., and uses per day to 3. Finally, at 6th level, Fergal takes the feat again for damage, gaining a 20 ft. cone that does 3d8 points (1d8, plus 1d8 from the new feat, plus 1d8 for 6 HD) of damage (Reflex half, DC 15).
Dragon Hide [Racial: Dragon-blooded, Half-dragon]
You have the tough hide of a dragon.
Requirements: Dragon-blooded (or half-dragon). The feat must be taken initially at 1st level, but subsequent feats can be taken at later levels.
Benefit: Your natural armor improves by +1 (+2 if you?re a half-dragon).
Special: This feat may be taken up to three times.
Dragon Weapons [Racial: Dragon-blooded, Half-dragon]
You have natural weapons like a dragon.
Requirements: Dragon-blooded (or half-dragon, see below). The feat must be taken initially at 1st level, but subsequent feats can be taken at later levels at the DM's discretion.
Benefit: You have teeth and claws (but no bonus attacks), which may be used as natural weapons. The damage these attacks do is the same as that of a dragon two size categories smaller than yourself (per Appendix 1: Creature Construction Charts). A half dragon that takes this feat has the claw and bite damage of a dragon its own size (instead of one size category smaller, as normal for halfdragons).
Special: This feat may be taken twice. For a dragonblooded character, the natural weapons grow to match the damage of a dragon one size category smaller than the character. A halfdragon can gain the same attacks of a dragon one size category larger than itself. Note this feat is of no particular advantage to a half-dragon with better claw damage than a normal half-dragon.