Overlord
Gargantuan Aberration (Zerg)
Hit Dice: 11d8+116 (165 hp)
Initiative: +0 (+0 Dex)
Speed: Fly 30 ft. (average)
Armour Class: 17 (-4 size, +11
natural), touch 6, flat-footed 17
Base Attack/Grapple: +8/+29
Attack: --
Full Attack: --
Space/Reach: 20 ft./15 ft.
Special Attacks: --
Special Qualities: Darkvision
60 ft., command Zerg, fast healing 10, immunity to poison and cold, resistance
to acid and eletricity 15, see invisibility, transport, Zerg traits
Saves: Fort +13, Ref +3, Will
+11
Abilities: Str 29, Dex 11, Con
31, Int 7, Wis 19, Cha 7
Skills: Listen +8, Spot +18
Feats: Alertness, Improved Natural Armor, Toughness (x2)
Environment: Any
Organization: Solitary, pair,
pack (6-15)
Challenge Rating: 5
Treasure: None
Alignment: Lawful evil
Advancement: 12-17 HD
(Gargantuan),
18-22 HD (Colossal)
Level Adjustment: --
Resembling the
Portuguese man-o-war of Earth, this great flying beast has a large
round upper body, with four long, thin legs and two thick clawed ones
dangling down beneath it. It has big mandibles and six spikes on its
back, but it appears fairly docile.
Description
The semi-intelligent, space-faring behemoths known as the
Gargantis Proximae were inducted into the Swarm so that their
heightened senses could benefit Zerg warriors in battle. The Gargantis
fliers were assimiliated into the Swarm so well that the Cerebrates use
them to maintain control over their forces. Overlords keep the warriors
of the swarm ordered and coordinated during battle, and with their
enhanced senses they often serve as advanced scouts. They have the
innate ability to sense any hidden enemy units, including those under
the effects of cloaking systems or distoration fields.
In addition to commanding troops against their enemies,
the Overlords also have the responsibility or transporting Zerg
warriors within the hollows of their reinforced carapace hides. This
particular breed of Overlord can only be bred from a Lair or Hive after
being genetically enhanced with Ventral Sacs.
Combat
The Overlords serve to control other Zerg units. They
often accompany an attack force to spot invisible opponents, relaying
this information to all nearby Zerg. They also serve as transports when
needed, though they do not attack themselves.
Command Zerg (Ex): An
Overlord provides a Cerebrate with increased control over its troops.
Any Zerg units that have become uncontrolled or somehow distracted are
automatically returned to the direct control of their own Cerebrate
when within 100 feet of one of that Cerebrate's Overlords.
See Invisbility (Ex):
An Overlord can see any objects or beings that are invisible within its
range of vision. Such creatures are visible to it as translucent
shapes, allowing it to easily discern the difference between visible
and invisible creatures. It may then relay this information to any other Zerg
units within 100 ft. This ability does not reveal illusions or
enable the Overlord to see through opaque objects. It does not reveal
creatures who are simply hiding, concealed, or otherwise hard to see
(though the overlord may still make Spot checks against such creatures).
Transport (Ex): An
Overlord is capable of transporting smaller Zerg inside of it's
carapace. It may hold 2 huge, 4 large, or 8 medium creatures.