Gowrow
The gowrow is probably a legend embellished by hillbillies who had heard tales of, but never seen, alligators.
Huge Beast
Hit Dice: 10d10+30 (85hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., Climb 15 ft., Burrow 5 ft.
AC: 14 (-2 size,+1 Dex, +5 natural)
Attacks: Gore +13, Gore +8 or Tail slam +8
Damage: Gore 2d6+8 ea., Tail slam 1d6+8
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 26, Dex 13, Con 16, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +6
Feats: Improved Initiative
Climate/Terrain: Temperate mountains, underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard (non-digestable only)
Alignment: Always neutral
Advancement: 11-16 HD (Huge)
The gowrow is a 20-ft.-long+ tusked skink. It spends most of its life in caves, but will venture out if it cannot capture prey while hiding. Only non-digestable treasure will be available.
Combat
The gowrow prefers an ambush, and it will use its digging tusks to attack. The gowrow swallows a victim whole, but only after the prey has been immobilized, and all threatening enemies are absent. The gowrow will not gore while swallowing, but can deliver an attack with its whiplike tail.