Inliving Spawn (CR 1/4)
Small Aberration
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: blindsight
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +0, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: Bite -2 melee
Full Attack: Bite -2 melee
Damage: Bite, 1d6-2
Special Attacks/Actions:
Abilities: Str 7, Dex 16, Con 11, Int 6, Wis 6, Cha 2
Special Qualities: -
Feats: -
Skills: Hide +9 and Move Silently +9
Advancement: -
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: None
Source:
Dragon #281
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.