Tar Zombie Snatcher
A lurching mass of corpse and clinging tar grabs whoever it hits, then vomits scalding pitch that slows and leaves foes vulnerable to fire.
A lurching mass of corpse and clinging tar, the snatcher has negative healing and drags victims into its sticky bulk before spewing scalding pitch over anyone who closes in.
In play
- Its fist Strike seizes whatever it hits — see Improved Grab.
- Flammable A tar zombie requires a successful DC 20 flat check 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.
Level 6
Perception +12 · Senses darkvision · Skills Athletics +15, Stealth +10
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +0 | +4 | -5 | +1 | -3 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 22 | +18 | +10 | +13 |
HP 130 · Immunities death effects, disease, mental, paralyzed, poison, unconscious · Weaknesses fire 5, positive 5, slashing 5
Speed 25 feet, climb 10 feet
Actions
- Melee Fist [Single Action] +17, Damage 2d8+8 bludgeoning plus
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