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Tar Ooze

Creature 10 (uncommon) — mindless, ooze

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDVERTICALooze

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +18; motion-sense 60 feet
Skills athletics +23, stealth +13 (+17 in tar pits)
Str
+8
Dex
-3
Con
+8
Int
-5
Wis
+0
Cha
-5
AC 18 Fort +22 Ref +10 Will +15
HP 255
Immunities critical-hits, precision, unconscious, visual, mental
Weaknesses fire 10
Speed 15 feet, climb 10 feet

Offense

Melee Pseudopod (reach-10, unarmed) +23, Damage 2d10+14 bludgeoning plus Improved Grab

Abilities

Motion Sense — A tar ooze can sense nearby motion through vibration and movement.
Sticky
Engulf — DC 29 Reflex, 6d6 bludgeoning damage, Escape, Rupture 17

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.
Viscous Sludge — The tar ooze can have up to eight creatures grabbed at the same time; doing so doesn't prevent it from making pseudopod Strikes. A tar ooze can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain.
Zombification (primal) — A creature slain while engulfed by a tar ooze undergoes a horrifying transformation and crawls from the ooze a week later as a tar zombie.
Improved Grab

WORKS WELL WITH

SniperLAND / VERTICALSniper damage exploits the numbers tension of the ooze holding multiple creatures grappled and unable to evade.
FlankerLAND / VERTICALFlanker exploits the positioning tension of the ooze's grappled targets, which cannot turn to avoid a flanking ally.
WeaverLAND / VERTICALWeaver forced movement creates the positioning tension of enemies being pushed into the ooze's Engulf area.

PUNISHES

✖ clustering✖ precision✖ criticals
anvil
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 #177: Burning Tundra.

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