pf2e.fyi
From Pathfinder #182: Graveclaw, which isn't enabled.

Ghoul Crocodile

CREATURE 4
Perception +11; darkvision; corpse scent (imprecise)
Skills Athletics +12, Stealth +9 (+13 in water)
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -4
Corpse Scent (Imprecise)

The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.


AC 20; Fort +14, Ref +11, Will +8
HP 60, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 20 feet, swim 25 feet
Melee Jaws +14 (unarmed), Damage 2d8+6 piercing plus Ghoul Ghoul Fever plus Grab
Melee Tail +14 (agile), Damage 2d6+6 bludgeoning plus Ghoul Paralysis
Aquatic Ambush

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.

Consume Flesh (manipulate)
Requirements The ghoul crocodile is adjacent to the corpse of a creature that died within the last hour

Effect The ghoul crocodile devours a chunk of the corpse and regains 2d6 healing Hit Points. It can regain HP from any given corpse only once.
Death Roll (attack)
Requirements The ghoul crocodile must have a creature Grabbed

Effect The ghoul crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature Prone. If it fails, it releases the creature.
Ghoul Fever (disease)
Saving Throw DC 19 Fortitude

Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a ghoul the next midnight
Paralysis (incapacitation, occult)

Any living non-elf creature hit by a ghoul crocodile's tail must succeed at a DC 20 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

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 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.

Pathfinder #182: GraveclawOGL