Genocid (CR 6)
Alignment: Always chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Genocid only. Can communicate with snakes
AC: 13 (-2 size, +1 Dex, +4 natural), touch 9, flat-footed 12
Hit Dice: 10d8+50 (95 hp)
Fort +8, Ref +4, Will +7
Speed: 30 ft., swim 30 ft.
Space: 5 ft./10 ft.
Base Attack +7; Grapple +11
Attack: 2 claws +14 melee; or 6 needles +7 ranged
Full Attack: 2 claws +14 melee; or 6 needles +7 ranged
Damage: claw 2d4+8; or needle 1d3
Special Attacks/Actions: Needles, spew snakes, throw spawn
Abilities: Str 26, Dex 12, Con 20, Int 6, Wis 10, Cha 4
Special Qualities: poison immunity, snake affinity
Feats: Alertness; Improved Initiative
Skills: Listen +12, Spot +12, and Swim +15
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Genocids hunt for large creatures enough creatures to feed themselves, their snakes, and their spawn. Thus single creatures might be ignored by a genocid. Somewhat slow on land, they prefer to surprise opponents by lurking in underground pools and rivers.
Needles (Ex): Genocids can unleash a volley of six needles from their fingertips as a standard action. This attack has a range of 60 feet with no range increment. The genocid can launch sixty needles in any one day.
Spew Snakes (Ex): A genocid can spew poisonous snakes from its mouth. As a standard action, the genocid can spew as many as twelve Small vipers at a target up to 20 feet away. The genocid makes a ranged touch attack to hit the target. If it succeeds, all the Small vipers spewed at that target can attack the target as though they have charged. If the genocid fails, the vipers land next to the target and attack normally on the next round. The genocid carries 6d4 vipers in its cheek pouches at any given time.
Throw Spawn (Ex): As a standard action, a genocid can pull an inliving spawn out of its stomach and throw it at adversaries up to 20 feet away. The genocid makes a ranged touch attack to hit the target. If it succeeds, the inliving spawn attacks the target as though has charged. If the genocid fails, the spawn land next to the target. Spawn do not attack active foes once they drop to the ground. Instead, they attempt to return to the genocid's stomach. If, however, there is a fresh carcass or helpless creature nearby, the spawn seeks to feed on and inhabit it instead. The inliving spawn moves toward any creature within 20 feet that has been dead for less than two days and inhabits its body. During the next few days, a large cocoon forms about the dead creature. After a week a full-grown genocid bursts out. If the cocoon is broken (hardness 5, 20 hp) before a week has passed, the genocid forming within dies. If there is a helpless, disabled, or dying foe within 20 feet, inliving spawn attack it instead, attempting coup de grace attacks until the creature dies.
Genocids harbor up to six inliving spawn within their stomachs. They generate a new spawn once a week so long as they have room.
Snake Affinity (Ex): Genocids have a strange affinity for snakes, and most become docile in their presence. Snakes within 20 feet of the genocid must make a Will saving throw (DC 17) or view the genocid as a friend with the same effects as animal friendship. Because of this ability, a genocid almost always accompanied by a number of snakes equaling up to two times its Hit Dice including those it keeps in its mouth.