Panfalia is full of many of the "normal" animals we know here on Earth. Many of them talk, but otherwise are as an Earthling would expect. Sometimes in Panfalia, however, they get magical powers from silly stuff like magical radiation fields or tree sap or some junk. These seem to gain a fairly standard set of magical abilities, and often go adventuring. While their powers are helpful, they are also sometimes weird to be around.
Magical Animals can stretch their limbs all crazy n stuff. Just lookit that chart down below! And like, a 3rd level Raccoon could stretch both his feet like 7.5 feet each, or like one foot 10 feet and one arm five feet, or whatever! Above and beyond how long an arm is already!
They can even stretch further than that, but it's pretty dangerous. For every 5 feet (cumulative among all limbs) they stretch beyond what's in the chart, they take one higher die of damage, starting at 1d4. Like if that third level Raccoon stretched his arm 20 feet, or 5 feet more than his safety zone, he'd take 1d4 damage. Another 5 feet, 1d6 damage! and so on, up to d20 damage for stretching 30 extra feet. But each die is rolled, too, so 30 feet would actually do 1d4+1d6+1d8+1d10+1d12+1d20 damage to the poor kid! Silly Raccoon.
These crazy critters can grow and shrink, too! Size categories are given at the levels they are gained on the chart as compared to regular animals. The character's Strength score is affected - shrinking a size is -2 and growing a size is +2. Them's the breaks!
They can stretch out to catch the wind and fall slower than usual, preventing falling damage at certain heights. They gotta choose this one OR limb stretching, though, doing both is like stretching extra, hurtful. They can also keep pals outa trouble, although the distance is reduced by 5 feet for every pal they have along. Hey lookit the table below! Yeah I called it Feather Fall, like the spell you should look at if this ability confuses you!
Take a seat, I'm about to tell you some hard truths about life. Clothes? Armor? Jewelry? That stuff won't grow, shrink, or stretch with you! Bummer! Most animals don't wear them at all.
Luckily, magical animals, being all mushy, can resist some damage on their own. They like hats. Hats seem to be easier to keep on.
Magical Animals must sleep 10 hours of every 24 to benefit from ANY KIND of healing. They don't have to do it all at once, though. They can even sleep while other folks carry them around! How helpful.
Start at 1d4. It goes up a die for every size category you grow. Grow grow grow! Then shrinks again as you shrink. Getting smaller than your normal size gets you a whopping -1 to damage per size category. You don't ever do negative damage though, that's silly!