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Monsters - Overlords

Overlord

Type: Medium humanoid feline
Hit Dice:
8
Initiative: +6
Speed: 30
AC: 15 or by armor
Attacks: Melee +8/+2 (claw)
Damage/Attack: 1d6
Special Attacks: Enthrallment, Glorious Aura
Special Qualities: Immune to illusions
Saves: Fort + 4, Reflex +10, Will +4
Abilities: Str 12, Dex 20, Con 12, Int 15, Wis 10, Cha 15
Skills: Climb +5, Hide +8, Listen +8, Move Silently +10, Search +7, Spot +8, Intimidate +10
Feats:
Improved initiative, Mobility, Spring attack

Climate/Terrain: Any Urban
Organization: Pride
Challenge Rating: 6
Treasure: Varies
Alignment: Any
Advancement: 9-12 HD (Medium-Large)

Note: The stats listed are for a standard white tiger - the most commonly encountered Overlord.

Overlords are a race of humanoid felines, all of whom were once owned, bred, raised, and trained by a pair of famous magicians in Las Vegas. During the Change, all of the big cats underwent a transformation, becoming bipedal, sentient, and capable of using language and tools. The magicians were terrified and immediately called the police. The responding officers were Enthralled and used to draw more police into the area. As those officers were Enthralled, the Overlords demanded to know who was in charge and promptly proceeded to Enthrall them. In hours, the entire city was under their control.

The female Overlords then confronted the magicians and demanded to know where the children of the captive breeding efforts had bee taken. The magicians refused to divulge that information and destroyed their records to prevent the Overlords from finding them. The most powerful of the Overlords, Caesar, ordered the magicians put on display in their own tiger enclosure at the Mirage. For more on the current situation in Las Vegas, see the following entries:

'Power Groups'

'Viva Las Vegas'

Combat

Overlords prefer to avoid combat whenever possible - far better to send a swarm of minions in than yourself! When they must fight, they attempt to intimidate their opponent through roaring and posturing as well as using their Glorious Aura ability. If that doesn't work, they will use their claws and teeth as a last resort.

Special Abilities

Enthrallment

Enthrallment works as a gaze attack. Anyone meeting an Overlord's eyes can be Enthralled if they fail a will DC. Required DC is the 10 + (Overlord's Hit Dice*2)+Wis modifier. Overlords may also allocate skill points to Enthrallment. 'Lesser' Overlords have between 2 and 4 hit dice, and WIS scores of between 8 & 10.

Once Enthralled, a creature is under that Overlord's absolute command. Unlike the psion power, "Thrall", there is no limit to the number of beings and Overlord may Enthrall. Enthrallment lasts 7-9 days, and the Enthralled creature can make a save at the end of that period to break free of the enchantment. DC for these attempts is the original DC+5.

Glorious Aura

Overlords are average human height in their true forms, and tend to be very slightly built. When appearing in public, though, they wrap themselved in an illusionary mantle of power and majesty, appearing to be 6'-8' tall and far more powerfully built. This aura adds one-half the Overlord's hit dice to the Intimidate roll. It has no effect on creatures immune to illusuion.

Ecology

Overlords are carnivores, but are more inclined towards farming & ranching than hunting. Overlords are very lazy by nature, and generally try to employ or Enthrall others to take car of their needs.


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