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Tar OozeCreature 10


UncommonNHugeMindlessOoze
Source Pathfinder #177: Burning Tundra
Perception +18 (Motion Sense 60, no vision)
Languages none
Skills Athletics +23, Stealth +13
Str +8, Dex -3, Con +8, Int -5, Wis +0, Cha -5

AC 18; Fort +22; Reflex +10; Will +15;
HP 255
Speed 15 feet (climb 10 feet)
Immunities critical hits, mental, precision, unconscious, visual
Weaknesses Fire 10

Pseudopod One Action +23 (+18, +13) to hit (reach 10) 2d10+14 Bludgeoning

Motion Sense

A tar ooze can sense nearby motion through vibration and movement.

Sticky Reaction

Trigger The tar ooze is hit by a melee attack


Effect The ooze attempts to Grapple the creature that hit it. The ooze must still spend an action to extend the duration of the Grab on subsequent rounds, as normal.

Engulf Two Actions

DC 29 reflex, 6d6 bludgeoning, Escape DC 29, 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 Flat-Footed 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. 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 grappled 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 (necromancy, 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 Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.