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Tar Zombie MammothCreature 9


UncommonNEHugeMindlessUndeadZombie
Source Pathfinder #177: Burning Tundra
Perception +18 (Darkvision)
Languages none
Skills Athletics +20, Stealth +12
Str +7, Dex -1, Con +5, Int -5, Wis +1, Cha -3

AC 26; Fort +22; Reflex +14; Will +16;
HP 240 (Negative healing)
Speed 30 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Fire 10, Positive 10, Slashing 10

Tusk One Action +21 (+16, +11) to hit (reach 15) 2d12+11 Piercing
Trunk One Action +21 (+16, +11) to hit (reach 15) 2d8+11 Bludgeoning
Foot One Action +21 (+16, +11) to hit (reach 10) 2d6+11 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Flammable

A tar zombie requires a successful DC 20 flat to recover from persistent fire damage. This DC isn't reduced for assisted recovery.

Fling One Action

Requirements The tar zombie mammoth has a creature Grabbed or Restrained by its trunk


Effect The tar zombie mammoth whips its prey violently into the air. It attempts an Athletics check against the grabbed or restrained creature's Fortitude DC. If the creature is restrained, the mammoth gains a +4 circumstance bonus to this check. On a success, the mammoth flings the creature up to 30 feet overhead and up to 30 feet away (the creature takes damage from the fall as normal, up to 15 damage for a 30-foot fall). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 28 basic reflex save).

Shambling Trample Two Actions

As Trample, but the tar zombie mammoth Strides up to its Speed instead of double its Speed.

Vomit Tar Two Actions (evocation, primal)

The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 7d6 bludgeoning damage ((DC 28 basic 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.



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.