Tar Zombie Snatcher
Creature 6 (uncommon) — mindless, undead, unholy, zombie
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDVERTICALundeadzombieunholymindless
Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)
Perception +12; darkvision
Skills athletics +15, stealth +10 (+14 in tar pits)
Str
+5
Dex
+0
Con
+4
Int
-5
Wis
+1
Cha
-3
AC 22
Fort +18
Ref +10
Will +13
HP 130 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, mental
Weaknesses fire 5, vitality 5, slashing 5
Speed 25 feet, climb 10 feet
Offense
Melee Fist (unarmed) +17, Damage 2d8+8 bludgeoning plus Improved Grab
Abilities
Flammable — A tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Vomit Tar (primal) — The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 5d6 bludgeoning damage ((DC 24 Reflex) save). Creatures that fail the save are Slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The tar zombie can't Vomit Tar again for 1d4 rounds.
Improved Grab —
WORKS WELL WITH
SniperLAND / VERTICALA grabbed and slowed target can't easily reach the backline, letting ranged attackers work safely.
CrasherLAND / VERTICALGrouped foes softened by the tar cone become easy burst targets for a heavy striker.
WeaverLAND / VERTICALFire weakness applied by the tar sets up any caster who can deliver fire damage for outsized effect.
PUNISHES
✖ clumping✖ melee reliance✖ standing in the cone
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Tar Zombie Snatcher in the encounter builder — free, no install.
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