The Water is enchanted to be...
- very cold (1d6 nonlethal dmg per minute of exposure)
- rough (swim DC 15) or stormy (DC 20)
- draining (make a Fortitude save per ?round/minute? of exposure, failure results in fatigue, a second failure results in exhausted)
- nasty (if any water is swallowed the person is nauseated)
These aren't normal crocodiles, they are the result of magical experimentation between crocs and shocker lizards...
Give them the following Special Attacks:
Stunning Shock (Su): Once per round, a shocker croc can deliver an electrical shock to a single opponent within 5 feet (in water this affects everything within 20 feet). This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 15 half - no save in water).
Lethal Shock (Su): Whenever two or more shocker crocs are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet (80 feet in water), centered on any one contributing croc. The shock deals 2d8 points of electricity damage for each croc contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of crocs contributing) reduces the damage by half, with no save possible underwater.
And the following Special Qualities:
Electricity Sense (Ex): Shocker crocs automatically detect any electrical discharges within 100 feet or 400 feet underwater.
Immunity to Electricity (Ex)