Sure thing! In three sizes.
LYCAESAURUS
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Tear fallen +1d6, trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +6, Listen +5, Move Silently +6, Spot +5, Survival +3
Feats: Alertness, Track
Environment: Warm plains
Organization: Solitary, pair or pack (4-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -
A pack of sleek spotted creatures run by, looking like reptilian wolves with prominent canine teeth.
An example of a mammal-like reptile, the lycaesaurus is a cunning scavenger and hunter, filling a niche similar to coyotes found elsewhere. Eating anything smaller than themselves, lycaesauruses prey on lizards, rodents, eggs, birds, small dinosaurs, and carrion. Lycaesauruses mate for life, laying eggs in burrows and caring for their pups with mammalian diligence. Lycaesauruses are known to band together in packs and follow V-rexes and other huge predators, either sneaking in to steal meat from a fresh kill or making off with juveniles disoriented and unprotected amidst the attack.
A lycaesaurus can grow up to five feet long, including a fairly short tail.
Combat
Lycaesauruses are skittish of anything more aggressive or much larger then themselves so are unlikely to bother adventurers unless starving, being more likely to follow adventures and scavenge off of corpses left behind than to attack them. A halfling or gnome in lycaesaur territory would be wise to not get themselves separated from the rest of their party, however. Lycaesauruses attack in coordinated strikes, hoping to pull foes down and tear out their throats.
Tear Fallen (Ex): A lycaesaurus can deal an addition +1d6 points of damage to a prone opponent.
Trip (Ex): A lycaesaurus that hits with a bite attack can attempt to make a trip check (+2 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attack fails, the opponent cannot react to trip the lycaesaurus.
Skills: A lycaesaurus gains a +4 racial bonus on all Hide and Move Silently checks.
DINOCANISAURUS
Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: 40ft (8 squares), climb 10ft
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/-2
Attack: Bite +5 melee (1d4+1)
Full Attack: Bite +5 melee (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Swarmfighting
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 13, Dex 16, Con 16, Int 2, Wis 13, Cha 6
Skills: Climb +9, Listen +5, Move Silently +7, Spot +5, Survival +2
Feats: Alertness, Track (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary, pair or pack (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6 HD (Medium)
Level Adjustment: -
This animal resembles a reptilian bulldog with a crocodile’s hide. Jagged teeth poke out from its mouth, and its short tail wags listlessly behind it.
Consummate pack hunters, dinocanisauruses are relatives of the larger lycaesaurus of the plains – they are both species of cynodonts, mammal-like reptiles that have evolved into canine-like forms. Dinocanisauruses live in the deep forests of Skull Island, having adapted to thick undergrowth and climbing trees, although they are fairly clumsy at the latter. Highly social, dinocanisauruses have a matriarchical pack structure and are fiercely territorial. They are intelligent enough not to bother larger predators, and are in fact preyed upon by venatosauruses.
The largest dinocanisauruses can be as large as wolves, but these specimens are rare. The average dinocanisaurus is a mere three to four feet in length.
Combat
Dinocanisauruses hunt by endurance, chasing prey through the thick forest floor and tiring it, eventually tearing into it with needle-sharp teeth. They are shy around humanoids and generally will not fight them unless threatened or starving.
Swarmfighting (Ex): Dinocanisauruses work well crowded into tight spaces with their packmates. Up to three dinocanisauruses can fight from the same square without penalty, and they gain a +2 morale bonus on all attack rolls when doing so.
Skills: A dinocanisaurus gains a +4 racial bonus on all Move Silently checks.
GLADIODON
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +11 melee (2d6+5/19-20x3 plus bleeding wound)
Full Attack: Bite +11 melee (2d6+5/19-20x3 plus bleeding wound) and 2 claws +6 melee (1d6+2)
Space/Reach: 10ft/5ft
Special Attacks: Augmented critical, bleeding wound
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 20, Dex 13, Con 17, Int 2, Wis 14, Cha 9
Skills: Balance +4, Hide +1, Listen +4, Move Silently +5, Spot +4, Survival +6
Feats: Stealthy, Track, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary, pair or display (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: -
This large quadruped blends mammal and reptilian characteristics. Its huge pronounced saber-teeth clearly mark it as a carnivore, and its red stripes and the feathery fin growing from its back give it something of a jaunty air.
Showy mammal-like reptiles related to the wolf-like lycaesaurus of the lowlands, gladiodons specialize in hunting montane carnivores. Voracious predators, they help to keep the populations of arsartis and bidensaurus down. The males and females both have a dorsal fin, which can be filled with blood to make it a vibrant red. The males compete for females with these fins – the male with the largest, brightest fin is most likely to be selected by a female.
Gladiodons have a wide range of body size. The smallest are a mere eight feet in length, but they can grow up to eighteen feet long.
Combat
Gladiodons generally attack from ambush, but they have little fear of the chase. A gladiodon will usually strike once or twice with their massive fangs then retreat, tracking the dying victim by the trail of blood it leaves behind.
Augmented Critical (Ex): The saber teeth of a gladiodon strike with deadly precision. A gladiodon’s bite attack threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.
Bleeding Wound (Ex): The saliva of a gladiodon contains a vicious anticoagulant, making even the tiniest nick of its teeth bleed uncontrollably. Any creature bitten by a gladiodon must succeed a DC 17 Fortitude save or continue to bleed, taking one point of damage per round at the beginning of the creature’s turn. A creature that is bitten multiple times and fails multiple Fortitude saves takes damage each round equal to the number of Fortitude saves failed. A DC 20 Heal check or any cure or heal spell ends the effect. Creatures immune to poison are immune to the bleeding wound effect, and creatures resistant to poison receive their normal bonus to saving throws.