Living Tar
Creature 7- Perception
- +9; motion sense 60 feet
- Skills
- Athletics +18
- Str +7, Dex −5, Con +7, Int −5, Wis +0, Cha −5
Motion Sense A living tar can feel nearby motion through vibration and air movement.
- AC
- 14; Fort +18, Ref +6, Will +11
- HP
- 165; Immunities acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual
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.
- Speed
- 20 feet, climb 20 feet
Melee ◆ pseudopod +18 (reach 10 feet, unarmed), Damage 2d6 acid plus 2d8+7 bludgeoning plus Grab
Constrict ◆ 1d8+7 bludgeoning plus 1d6 acid, DC 26 basic Fortitude
Engulf ◆◆ DC 22 Reflex, 4d6 acid damage, Escape (DC 22), Rupture 15
Grab ◆
Source: Pathfinder Monster Core