Feraligatr (3.5e Monster)

Feraligatr are large, lumpy, and blue. They have large red crests on top of their heads like a rooster, and they have tremendous maws. The Feraligatr tongue is large and they take every opportunity to intimately acquaint it with all the creatures they meet. Feraligatr are very heavy, and it is exhausting for them to support their own weight out of water. While a Feraligatr can run very quickly for short periods of time, mostly it lies around and sleeps, or gets down on all fours to rest. For this reason, Feraligatr spend most of their time in bodies of water, where their weight is supported by buoyancy.

Combat
Tactics Round-by-Round:

Feraligatr are aggressive and do not hesitate to savage things with their mouths.
 * Round 0: Feraligatr has cast greater magic fang on its mouth and claws.
 * Round 1: Rage, Bite, Grab.
 * Round 2: Continue to chew on opponent, while clawing at them.
 * Round 3: As above, or use spell-like abilities.

 (Ex): If Feraligatr successfully inflicts damage with its bite, it may immediately start a grapple as a free action that does not provoke an attack of opportunity nor require a separate touch attack.

 (Ex): Normally, a creature engaged in a grapple that does not want to be considered grappled must take a -20 on its grapple check. But the Feraligatr, when grappling with its mouth, is never considered grappled. It can conduct grapple attacks with its mouth normally without taking penalties on its other attacks, and it need not take the -20 penalty on grapple checks to be considered not grappling.

 (Ex): A Feraligatr can Rage, as a barbarian of a level equal to its hit dice.

 (Sp): At will: control water, waterball, greater magic fang, ice storm, 1/day: wall of ice, waterspout, maelstrom, as a Sorcerer of a caster level equal to its hit dice.


 * The sample Feraligatr has a caster level of 12 and a save DC of 12 + spell level for its spell-like abilities.

 (Sp): Feraligatr can fire a jet of compressed water. This can either collect in a puddle - in which case it acts as a create water spell cast by a druid of a caster level equal to their hit dice, or it can be used as a weapon - in which case it inflicts 2d6 points of bludgeoning damage (regular or subdual) and requires a ranged touch attack. In either case, it has short range (25 ft. plus 5 feet per 2 hit dice).