Now that is wicked awesome.
Energy Drain (Su): Living creatures inside an apodalypse’s interior gain X negative level(s) each round. The DC is X for the Fortitude save to remove a negative level. The save DC is (Charisma)-based. For each such negative level bestowed, the apodalypse gains X temporary hit points.
Improved Grab (Ex): To use this ability, an apodalypse 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 try to swallow the foe the following round.
Swallow Whole (Ex): An apodalypse can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to kill the apodalypse from the inside (AC X).
An apodalypse’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
there is also this to contend with:
“The creature has four secondary attacks from the various limbs, claws, fins, and mouths of its stolen mishmash of a body. The creature is large enough to bite one foe and direct its subsidiary attacks against two additional prey.”
Each “extra limb” does 1d8 base damage regardless of the type. This should be simple to solve. Essentially, the poddy has 4 random attacks each round from a slam, claw, bite, tail slap, sting, gore, tentacle, wing, blah blah etc. the only real difference between them is the type of damage dealt.
As for the progeny, it has an entirely different sort of attack form:
“On a successful bite attack, progeny hang on and begin to burrow into the victim toward the spinal column automatically inflicting 1d4+2 hit points per round. If left unmolested, burrowing progeny reach their goal within 1d4+2 rounds, whereupon the insipid creatures automatically paralyze their hosts. This allows a progeny to begin the process of subsumption; it attempts to digest and then replace both the spinal column and lower brain stem of a victim. The process of subsumption requires 6 full rounds and inflicts 2d4+2 hit points per round upon the victim.
Progeny which are successfully Turned while subsuming a victim's spinal column are permanently destroyed. Applying a burning torch (or applying something similarly harmful) to a burrowing progeny inflicts 1d6 hit points per round on both it and its victim, but better a few burns than to allow the progeny to complete its activities.”