Dracotaur (CR 3)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Spot +6, and listen +6
AC: 17 (-1 size, +1 Dex, +5 natural, +2 leather armor), touch 10, flat-footed 16
Hit Dice: 3d12+9 (28 hp)
Fort +6, Ref +4, Will +5
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Spear +6 melee
Full Attack: Spear +6 melee and bite +1 melee and tail slap +1 melee
Damage: Spear 2d6+6/x3, bite 1d8+2, tail slap 1d8+6
Special Attacks/Actions: Spit fire
Abilities: Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 13
Special Qualities: immunity to magic sleep effects and paralysis
Feats: Iron Will; Power Attack
Skills: Balance +5, Intimidate +7, Jump +16, Knowledge (arcana) +4, Sense Motive +6, Spellcraft +4, Spot +6, Survival +6, Swim +8, Use Magic Device +7, and listen +6
Advancement: By character class
Climate/Terrain: Temperate marshes
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 rager of 3rd-6th level), or tribe (30-60 plus 50% noncombatants plus 2 ragers of 3rd-6th level and 1 leader of 4th-10th level)
Monster Manual III
Spit Fire (Su): A dracotaur can spit a glob of fire as a standard action. Once a dracotaur spits, it cannot spit again for 1 minute. The dracotaur's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet.
A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, a dracotaur's spittle does not continue to burn.
Skills: Because of their tails, dracotaurs have a +4 racial bonus on Balance, Jump, and Swim checks.