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Tar Zombie SnatcherCreature 6


UncommonNEMediumMindlessUndeadZombie
Source Pathfinder #177: Burning Tundra
Perception +12 (Darkvision)
Languages none
Skills Athletics +15, Stealth +10
Str +5, Dex +0, Con +4, Int -5, Wis +1, Cha -3

AC 22; Fort +18; Reflex +10; Will +13;
HP 130 (Negative healing)
Speed 25 feet (climb 10 feet)
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Fire 5, Positive 5, Slashing 5

Fist One Action +17 (+12, +7) to hit 2d8+8 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.

Vomit Tar Two Actions (evocation, primal)

The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 5d6 bludgeoning damage ((DC 24 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.

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.