Living Tar

Level 7
Creature· mindlessHugeRemaster
AC
14
HP
165
Speed
20 ft.
Perception
+9
Fort
+18
Ref
+6
Will
+11
Immunities acid, bleed, bludgeoning, critical-hits, mental, precision, unconscious, visual
Senses motion-sense 60 ft.
Skills athletics +18
Other Speeds climb 20 ft.
Recall Knowledge DC 23 (occultism)

Attacks

Melee Pseudopod +18 (reach 10 ft., unarmed), Damage 2d6 acid plus 2d8+7 bludgeoning

Abilities

Motion Senseinteraction

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,1d6 acid], DC 26 fortitude


Engulf◆◆

DC 22 reflex, (4d6)[acid] damage, , Rupture 15


Grab

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.