Living Tar

Creature 7
  • Huge
  • mindless
  • ooze
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

Running this fight? Add the living tar to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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