Sewer GatorCreature 6
Perception +14 (low light vision)
Languages none
Skills Athletics +14, Stealth +12
Str +4, Dex +5, Con +3, Int -4, Wis +1, Cha -4
AC 23; Fort +15; Reflex +17; Will +10;
HP 105
Speed 30 feet (swim 25 feet)
Jaws
+16 (+11, +6) to hit (unarmed) 2d6+10 PiercingTail
+14 (+10, +6) to hit (agile) 2d6+8 BludgeoningWall Slam

Requirements The sewer gator must have a creature Grabbed
Effect The sewer gator flips its body, twisting its victim, then releases, flinging them into the nearest wall. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also does (2d4+7) bludgeoning damage and knocks the creature Prone. If it fails, it releases the creature.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.