So I was inspired by this post and picture: http://d-infinity.net/game-content/n...-81-sea-tyrant
Here's the 3.5 version.
Tiny Magical Beast (Aquatic)
Hit Dice: 4d10+8 (30 hp)
Speed: Swim 60 ft.
Armor Class: 19 (+2 size, + 3 Dex, +4 natural), touch 15, flat-footed 16
Attack: Bite +7 melee (1d6+1)
Full Attack: Bite+7 melee (1d6+1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Constrict (1d4+2), Improved Grab, Roar
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 13, Con 14, Dex 16, Int 3, Wis 12, Cha 7
Skills: Listen +3, Spot +3, Swim +8
Feats: Endurance, Improved GrappleB, Power Attack
Environment: Warm Aquatic (salt water only)
Organization: Solitary or school (4-16)
Challenge Rating: 2
Alignment: Always Neutral
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: —
This creature has the body of a seahorse with the head and arms of a tyrannosaurus rex. While the creature is only about a foot in height, it has all the ferocity of its long-extinct predecessor.
The creatures hunt in small schools, and are able to kill and devour creatures much larger than themselves – due to the fact that they are incredibly fast, far faster than many would give them credit for. Although small, the bite is exceptionally powerful and a small school of these creatures can easily kill a much larger target. When hunting, they do not use any tactics; they simply swarm a target and bite until it no longer moves. Even if the target is able to fight back, they will typically stay and fight to the death, only being forced to make a moral check after 75% of their numbers have been dispatched.
They make their homes in organic rubble, typically piles of rotting sea-weed or sunken trees, anything that can provide good nesting material. They lay eggs once per year; females produce 1d3 eggs. It takes three months for the eggs to develop and hatch, and then another 3 months for the creatures to grow to adult-size.
A sea tyrant is always aggressive and usually fight to the death, biting any opponent in reach and then using their powerful tails to constrict.
Constrict (Ex): On a successful grapple check, a sea tyrant deals 1d4+2 points of damage.
Improved Grab (Ex): To use this ability, a sea tyrant must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Roar (Su): Any time a school of sea tyrants loses 50% of their numbers, they let loose a collective sonic shriek. This attack causes 1d6 points of sonic damage per surviving member within a 45-foot radius unless a successful Fortitude save (DC 15 +1 for each sea tyrant) for half damage is made. Any creature that takes damage must also succeed on a second Fortitude save (DC 15+1 for each sea tyrant) or be deafened for 2d6 hours. If the victim rolls a natural 1, the deafness is permanent. The save DCs are Constitution-based.
Skills: A sea tyrant has a +2 racial bonus on Listen and Spot checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.