The mashup marathon has jumped its last shark and, regrettably, landed in the jaws of the duckigator. I imagine this creature would be somewhat conflicted about attacking waterfowl, if it was working off more than instinct. I'll see you again in an hour with something less "fowl."
The eyes of this creature's alligator head, set atop a duck's body, glare balefully.
Duckigator CR 1
N Medium animal
Init +1; Senses low-light vision; Perception +5
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d8+6)
Fort +6, Ref +4, Will +1
Defensive Abilities alchemical resistance
Speed 20 ft., fly 30 ft. (poor), swim 50 ft.
Melee bite +3 (2d4+3 plus grab)
Str 15, Dex 13, Con 16, Int 2, Wis 12, Cha 9
Base Atk +1; CMB +3 (+7 grapple); CMD 14
Feats Power Attack
Skills Fly +1, Perception +5, Stealth +1 (+9 in water), Swim +10; Racial Modifiers +8 Stealth in water
Environment temperate or warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Alchemical Resistance (Ex) A duckigator gains a +4 racial bonus to its Armor Class when targeted by alchemical attacks.
A merging of two foul-tempered animals resulted in even more foul-tempered duckigators. The creatures happen to be trainable, requiring a lot of work and patience. Usually, they accompany like-minded druids and rangers in their attacks and hunts. Duckigators are unwieldy fliers, but they make up for that somewhat with their resilience to alchemical compounds thanks to the mixture of oils found in waterfowl and hide possessed by crocodiles.
Starting Statistics: Size Small; Speed 20 ft., fly 30 ft. (poor), swim 50 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 15, Con 14, Int 2, Wis 12, Cha 9. Special Qualities alchemical resistance.
4th-Level Advancement: Size Medium; Attack bite (2d4); Ability Scores Str +2, Dex –2, Con +2; Special Attacks grab.