Living Tar
Creature 7 — mindless, ooze
Most often found belowground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled with bones, fossils, and discarded weaponry from adventurers. Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
Source: pathfinder-monster-core
Perception +9
Skills athletics +18
Str
+7
Dex
-5
Con
+7
Int
-5
Wis
+0
Cha
-5
AC 14
Fort +18
Ref +6
Will +11
HP 165
Immunities acid, bleed, bludgeoning, critical-hits, mental, precision, unconscious, visual
Speed 20 feet, climb 20 feet
Offense
Melee Pseudopod +18, Damage 2d6 acid plus 2d8+7 bludgeoning
Abilities
Motion Sense — A living tar can feel nearby motion through vibration and air movement.
Adhesive Mass — A weapon that hits the living tar is stuck to the ooze. Removing it requires a successful DC 23 Athletics check to Break Open. The living tar can have any number of objects or creatures stuck to it at a time.
It can release a stuck object with an Interact action, and the adhesive dissolves 1 minute after the ooze dies, releasing all stuck objects and creatures.
Constrict — 1d8+7 bludgeoning plus 1d6 acid, DC 26 Fortitude
Constrict
Engulf — DC 22 Reflex, 4d6 acid damage, , Rupture 15
Engulf
Grab — Grab
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