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Living Tar

Creature 7 — mindless, ooze

SnareLANDVERTICALoozemindlessacid

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; motion-sense 60 feet
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 (reach-10, unarmed) +18, Damage 2d6 acid plus 2d8+7 bludgeoning plus Grab

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

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Engulf — DC 22 Reflex, 4d6 acid damage, Escape, Rupture 15

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole

A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Grab

WORKS WELL WITH

CrasherLANDA burst striker can finish off a target already Engulfed and unable to reposition away from focused damage.
SniperLAND / VERTICALA ranged attacker keeps contributing damage while melee allies stay clear of the tar's Adhesive Mass sticking their weapons.
WeaverLANDA caster unaffected by Adhesive Mass can keep debuffing the engulfed target while the ooze holds it in place.

PUNISHES

✖ melee reliance✖ low Fortitude✖ standing still
Avoid stacking with another single-target grappler; only one creature can be Engulfed at a time and a second grappler competes for the same target.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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