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.