This magnificent beast looks like a black horse, but with jagged bones as extra armor, brown tufts of fur, and an extremely long curved sickle-shaped horn on his brow. The magnanir are slightly taller versions of the mesmenir.
Magnanir (CR 5)
CG Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14 (+4 dex, +5 natural, -1 size)
hp 51  (6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Immune Compulsion; Resist Holy 5
Speed 60 ft.
Melee Gore +11 (2d6+5), 2 Hooves +8 (1d6+2); if horn is broken: Bite +10 (1d8+5), 2 Hooves +8 (1d6+2)
Range: Sickle-horn +9 (1d8+5/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Greater Bestial Fang, Powerful Charge (Gore, 3d6+10), Sickle-horn Throwing (30 ft.)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26 (30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus (horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifier +3 Survival
Greater Bestial Fang (Su)
3/day, a magnanir’s enhances herself or an ally with great magical strength within 40 feet. A magnanir gives one natural weapon or unarmed strike of the subject a +2 enhancement bonus on attack and damage rolls for 7 hours. The ability can affect a slam attack, fist, bite, or other natural weapon. This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Blue mages can learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Sickle-Horn Throwing (Ex)
The magnanir can throw her sickle-shaped horn at an arc towards her target up to a 30 ft. circle radius hitting all enemies within the outside radius of the circle (5 feet). The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 18 hp.