Hit Dice: 10d12+60 (156 hp)
Speed: 10 ft., fly 20ft.
AC: 23 (-2 size, +15 natural)
Attacks: 2 claws +11 melee, bite +13 melee
Damage: Claw 1d12+2, bite 2d6+5
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 10/+1, fast healing 5
Saves: Fort + 13, Ref + 3, Will +12
Abilities: Str 20, Dex 10, Con 22, Int 1, Wis 8, Cha 2
Skills: Spot +13
Climate/Terrain: Any land or underground
Challenge Rating: 8
Alignment: Always lawful evil
The zerg guardian is a creature that rarely leaves the hive, instead staying perched high in the air at the tops of the swarms living structures and offering protection from any who would dare launch an assault against the zerg home. The slow moving creatures are incredibly vulnerable to close range combat and avoid it as much as possible.
Although the guardian has claw and bite attacks they rarely make use of them, choosing instead to stay as far from their enemy as possible and attack with their powerful breath weapon.
Breath Weapon (Ex): The guardian is able to expel acidic spores from its stomach which it spits out towards victims. The breath weapon has a rather long range (able to go up to 150 feet from the guardian) and strikes a victim with a successful range touch attack (+10 ranged attack). Anyone struck suffers 8d8 points of acid damage, reflex save (DC 15) halves the damage. The acid splashes out 5 feet in all directions from the target inflicting 4d8 points to any caught by the splash, a reflex save (DC 15) also halves this damage. The guardian is able to use its breath weapon one time each round.
Fast Healing (Ex): A guardian heals damage extremely fast, recovering 5 hit points each round.