Sewer Gator
CREATURE 6 +14; low-light vision
Athletics +14, Stealth +12 (+14 in water)
Str +4, Dex +5, Con +3, Int -4, Wis +1, Cha -4
AC 23; Fort +15, Ref +17, Will +10
HP 105
30 feet, swim 25 feet
Melee Jaws +16 (unarmed), Damage 2d6+10 piercing plus Grab
Melee Tail +14 (agile), Damage 2d6+8 bludgeoning
Wall Slam
The sewer gator must have a creature Grabbed
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
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
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 Society Scenario #5-20: The Rakshasa's CourtOGL