Living Tar
Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions.
- AC
- 14
- HP
- 165
- Perc
- +9
- Fort
- +18
- Ref
- +6
- Will
- +11
- STR
- +7
- DEX
- -5
- CON
- +7
- INT
- -5
- WIS
- +0
- CHA
- -5
- pseudopod +18 2d8+7 bludgeoning reach 10 ft
- AC
- 14
- HP
- 165
- STR
- +7
- DEX
- -5
- CON
- +7
- INT
- -5
- WIS
- +0
- CHA
- -5
Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled with bones, fossils, and discarded weaponry from adventurers.
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